Hi,
is there a reason for this? I think it would be nice if someone could rotate the simulator to have the sensor housing on the left side in portrait mode, too. As the other device skins do.
Kind regard
Tobias
Hi,
is there a reason for this? I think it would be nice if someone could rotate the simulator to have the sensor housing on the left side in portrait mode, too. As the other device skins do.
Kind regard
Tobias
I’m not sure I follow. In the simulator, if I rotate to landscapeLeft or landscapeRight, the sensor housing moves to the right place. The only place it get’s weird is portraitUpside down, but this isn’t actually supported on the device anyway.
At least it works on my Mac. Are you on Windows or a Mac? How are you rotating the simulator (I’m using CMD->Left Arrow, CMD->Right Arrow)
Rob
I am on a Mac, rotating the simulator with CMD -> Left Arrow and CMD -> Right Arrow.
If the app only supports portrait mode, continuously rotating clockwise leads to “housing always right” because it snaps back to top while other skins shows portraitUpside down. I just recognized this.
If the app only supports landscape mode, I can’t get the housing to the left side, no matter which way I turn it.
Kind regards
Tobias
And in the second case (app only supports landscape) the sensor housing also moves to the bottom.
It seems like the behavior is just like in the first case but with an offset of 90 degrees. So landscape left is the new upside down. ;)
Interesting discovery, if I use:
default = "portrait", supported = { "portrait", },
The skin rotates to all four positions, the housing rotates with it and the screen orientation rotates as well. It should everything is locked into portrait mode.
If I do:
default = "landscapeRight", supported = { "landscapeRight" },
Then the default is to have the housing to the left. That is the right side of the device is upright, as it should be. As I rotate the skins around the scene, housing and such rotate to their positions. Again, the device is locked into a single orientation, this should be expected.
Things get a little more interesting when I don’t lock to a single orientation:
default = "landscapeRight", supported = { "landscapeRight", "landscapeLeft", },
When in one of the two landscape supported modes, the UI is always upright as it should be, but regardless of button positions, the sensor housing does stay left oriented. On my iPhone X device it behaves as it should.
We would like a bug report on this. It’s probably not going to be a priority fix unless it’s really low hanging fruit with all the Android ANR issues we are currently chasing, but I would encourage you to file a bug report with a simple test case (build.settings and config.lua are important to include in the .zip file) and use the Report a bug link at the top of the page.
Reference this forum post in the text of the bug report please.
Rob
I’m not sure I follow. In the simulator, if I rotate to landscapeLeft or landscapeRight, the sensor housing moves to the right place. The only place it get’s weird is portraitUpside down, but this isn’t actually supported on the device anyway.
At least it works on my Mac. Are you on Windows or a Mac? How are you rotating the simulator (I’m using CMD->Left Arrow, CMD->Right Arrow)
Rob
I am on a Mac, rotating the simulator with CMD -> Left Arrow and CMD -> Right Arrow.
If the app only supports portrait mode, continuously rotating clockwise leads to “housing always right” because it snaps back to top while other skins shows portraitUpside down. I just recognized this.
If the app only supports landscape mode, I can’t get the housing to the left side, no matter which way I turn it.
Kind regards
Tobias
And in the second case (app only supports landscape) the sensor housing also moves to the bottom.
It seems like the behavior is just like in the first case but with an offset of 90 degrees. So landscape left is the new upside down. ;)
Interesting discovery, if I use:
default = "portrait", supported = { "portrait", },
The skin rotates to all four positions, the housing rotates with it and the screen orientation rotates as well. It should everything is locked into portrait mode.
If I do:
default = "landscapeRight", supported = { "landscapeRight" },
Then the default is to have the housing to the left. That is the right side of the device is upright, as it should be. As I rotate the skins around the scene, housing and such rotate to their positions. Again, the device is locked into a single orientation, this should be expected.
Things get a little more interesting when I don’t lock to a single orientation:
default = "landscapeRight", supported = { "landscapeRight", "landscapeLeft", },
When in one of the two landscape supported modes, the UI is always upright as it should be, but regardless of button positions, the sensor housing does stay left oriented. On my iPhone X device it behaves as it should.
We would like a bug report on this. It’s probably not going to be a priority fix unless it’s really low hanging fruit with all the Android ANR issues we are currently chasing, but I would encourage you to file a bug report with a simple test case (build.settings and config.lua are important to include in the .zip file) and use the Report a bug link at the top of the page.
Reference this forum post in the text of the bug report please.
Rob