Thanks, for reporting. I am looking into that since yesterday. The problem is that I use same utility files in many plugins, which collide with each other when app is built using several of them. It should be easy to fix, just need to find the right solution.
I’m thinking about using the plugin but just wanted to know what happens if I call .vibrate() on a device that can’t vibrate. Does the plugin handle those situations without additional measure like .hasVibrator()?
Also, I’m curious if those functions could be used like haptic feedback on Android devices if I keep the duration short?
It didn’t break my game, but you should check vibrator.hasVibrator() nevertheless
Some of my players (very, very small percentage) get the following message:
Runtime Error
java.lang.NullPointerException: Attempt to read from field ‘android.os.VibrationEffect com.android.server.Vibrator Service$Vibration.mEffect’ on a null object reference
I don’t really know what that message wants to tell me, as I am just calling “vibrator.vibrate(int between 1 and 10)”
And I know that these players have already had a few vibrations, so it should work in general.