Hi all,
I’ve got an issue that has me stumped. I have an Android game published that is doing well. Now I’ve managed to borrow a mac I am trying to publish on app store. But I’ve run into a show stopper!
I use drag/pinch/zoom in my game and this works great on Android and in simulator (both pc and mac) but grinds to a halt on iPad. If there are any active transitions or animations on screen then they stop dead too whilst my finger is moving on the screen and carry on after after phase = “ended”.
My onTouch is a runtime event and is a variation on the sample project as it handles dragging as well. On sim and android my onTouch event takes 0.02 - 0.05s to run (depending if dragging or zooming or both) but on iPad it is taking at least 0.13s and my onFrame doesn’t fire at all whilst in drag (unless the drag is really slow). What could account for the massive difference in performance?
With minimal assets the texture memory is only 10mb and with no dragging the fps is a solid 60 on iPad. I am using 480 x 800 zoom even.
Thanks
Adrian
PS: I have a minor issue with notifications on LG G3 (1440 x 2560). On the notification bar I just get a white square and when I swipe down I get a small icon in a round white circle. I have both of these in my project IconNotificationDefault-xxhdpi-v11.png and IconNotificationDefault-xxxhdpi-v11.png - same as https://forums.coronalabs.com/topic/52166-large-notification-icons-on-android/