Several problems on Android that are not present in the simulator

  1. In my game, I have a character that falls (it is a physics body). In the simulator, the character falls normally, but on my Android device, it falls very slowly, almost fluttering like a feather. I have the gravity set to 9.8.

  2. The simulator uses the full width of the screen, but on my Android device, it does not. It hits an invisible edge that messes with the game mechanics. I used the “perfect” config file that I think was supposed to cover most devices.

  3. I included a line for the wake lock in the settings file (to keep the screen awake). The screen does not stay awake.

Having the same problem of 1.

Some how the same gravity is used works fine on ios but on android its dropping very very slow.

Hi @gjean011 and @a.sami,

If you install the Corona “HelloPhysics” sample app, does the gravity still behave oddly on these devices? The project is located in your local CoronaSDK application folder here:

CoronaSDK > SampleCode > Physics > HelloPhysics

Please install this on your device and post back with the results.

Thanks,

Brent

Could it be such a simple thing as resolution differences? I’m struggling a bit myself with creating an app that looks the same for many resolutions. I have objects sizes being a certain percentage of the display width etc, but the physics is based on pixels so that if a display height has twice the amount of pixels (and the ball is created with twice the size) it will look the same, but “fall slower”.

I guess this is because it actually has to fall a longer distance, seen form the physics engines point of view.

Well, what do I know. I have just started with Corona myself.

Well I really can’t figure out the cause but here are the updates

On my xperia s:
Chains example working fine. But my game seems to be running on 30 fps with slow physics. If I increase my physics values gravity and force. Seems to be working fine but fps is still 30

On one of colleague phone almost same specs as my xperia s, iPhone 4 and iPhone 5:
Running on 60 fps with no problem in physics

My xperia didn’t have much free space 250 mb or something. I deleted some files and got to 500 mb free space but still the problem persist

Having the same problem of 1.

Some how the same gravity is used works fine on ios but on android its dropping very very slow.

Hi @gjean011 and @a.sami,

If you install the Corona “HelloPhysics” sample app, does the gravity still behave oddly on these devices? The project is located in your local CoronaSDK application folder here:

CoronaSDK > SampleCode > Physics > HelloPhysics

Please install this on your device and post back with the results.

Thanks,

Brent

Could it be such a simple thing as resolution differences? I’m struggling a bit myself with creating an app that looks the same for many resolutions. I have objects sizes being a certain percentage of the display width etc, but the physics is based on pixels so that if a display height has twice the amount of pixels (and the ball is created with twice the size) it will look the same, but “fall slower”.

I guess this is because it actually has to fall a longer distance, seen form the physics engines point of view.

Well, what do I know. I have just started with Corona myself.

Well I really can’t figure out the cause but here are the updates

On my xperia s:
Chains example working fine. But my game seems to be running on 30 fps with slow physics. If I increase my physics values gravity and force. Seems to be working fine but fps is still 30

On one of colleague phone almost same specs as my xperia s, iPhone 4 and iPhone 5:
Running on 60 fps with no problem in physics

My xperia didn’t have much free space 250 mb or something. I deleted some files and got to 500 mb free space but still the problem persist