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Showing results for tags 'iphone'.
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I need to make custom operations before or after the render and it works nicely on Chrome and Firefox (tested in windows), also works nice on Android but you cannot move the camera in iPhone here are the mandatory examples Non-working https://www.babylonjs-playground.com/#7FJNSA Working (just commented out the registerBeroreRender) https://www.babylonjs-playground.com/#7FJNSA#1 Any tip on this? Thank you in advance. Btw: most of my code is based on an example that a user posted in the forum but I cannot longer find the post to make a proper attribution sorry!
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Hello I have a problem, when I separate the html script and put it aside in a JS and upload it to facebook to do it as an instant game and visualize it on an iphone, touching the screen darkens creating a shadow effect that obscures the scene , it only happens on iphone on a phone with android works fine. I use babylon js to create the game, it also happens with the example that exists, it only happens when the index.html is linked to the JS. Any solution? index.html lobby.js
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Hello, I just started learning Babylon JS and I really loved it. Here I need your help to solve one of my sample development http://dev.alri.in/3d/ which is working well on Desktop & Android, but not working properly on iPhone (6S,7). It is loading but not able to rotate or zoom it. I have replicated the example of import meshes from https://playground.babylonjs.com/ Please let me know what am I missing? Thanks in advance. index.html
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Hi guys! I'm developing a game with Phaser 2.6.2 and it properly works on PC desktop (every browser) and on Mac (every browser). On a 2009 Mac laptop with Safari it struggle. On iPhone SE with Safari it give an (for me) inexplicable blank page. I've connected the iPhone to the Mac and launched the web inspector... but it give me nothing, nor the message "Phaser v2.6.2 | Pixi.js v2.2.9 | WebGL | WebAudio | http://phaser.io". I've tought that maybe a let game: Phaser.Game = new Phaser.Game(1280, 720, Phaser.AUTO, 'content', { preload: this.preload, create: this.create, update: this.update, render: this.updateRender }); was to big, so I've tried let game: Phaser.Game = new Phaser.Game(800, 600, Phaser.AUTO, 'content', { preload: this.preload, create: this.create, update: this.update, render: this.updateRender }); but I've always the blank page. Any suggestion on what can go wrong with Phaser & iPhone?
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Hi Guys, I have developed a game using Phaser js. In which I have added a intro video.In iPhone while playing the video it opens it on the default video player(with fullscreen).Is it possible to block default player to open? Anyone help me. Thanks, Sakthi
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Hello, We are developing an HTML game using the Phaser framework with Javascript. We have run into some issues regarding the mobile usability for Safari on iPhones. At certain times the player's address bar appears, when this happens the game is moved down. Since the game is moved down, we lose access to part of the game. That leads me to our two questions: 1) How can we detect a swipe motion and then use that motion to hide the address bar? 2) How can we detect that the player address bar is open in the the first place?
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Hi, I am making my first mobile HTML5 game using Phaser. Its a very simple tap game where you have to keep your character balanced. I have noticed something that is kind of strange to me. I have tested the game on: -iphone 5c, IOS 10.2.1, safari browser. -iphone 5s, IOS 10.2.1, safari browser. -Samsung Galaxy S4, android 4.4.2. I have tested the game using CANVAS mode and WEBGL mode for comparison. I observed the following: CANVAS mode: Iphone 5c < Iphone5s ---> 30fps vs 60fps avg. -----> expected this.... S4: 60fps. WEBGL mode: Iphone 5c > Iphone5s ---> 60fps vs 30fps avg. -----> did not expect this.... S4: 60fps (same). My expectation was that the 5s would play at 60fps in WEBGL mode, but it is the opposite case. On the samsung s4 it performs the same for both. In CANVAS mode, I have 15-17 draw calls . In WEBGL mode this reduces to 9 draw calls (Most of my objects are on a single atlas). I still have to add audio to the game. I can imagine that it is hard to tell what might be going on, but I can't really find a reasonable explanation for this result and its kind of dissapointing. It seems to me that I can't get a reliable result using WEBGL.... I'm thinking of sticking to CANVAS mode and optimize as much as I can. Would this be the right way to proceed? UPDATE: The Game:
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Hi everyone, I am working on a scene that requires import meshes from .babylon file, most of the time I debug the scene on android mobile browser, and I got this error while trying to load the scene in iphone 5 & 6 (ios 10.2.1 up to date)safari browser: Error status: 0 - Unable to load myfile.babylon this is the link of the webpage http://52.74.240.184/infographics/game_RisingSeaLevel/. I have no problem loading the scene on desktop, android mobile browser(chrome, firefox, opera), however, when I try to load the scene on iphone 6, most of the times I encounter the above error during the middle of importing mesh, if you open the webpage using iphone, there is a chance for you to stuck in the loading screen, when the error occurs. Nonetheless, there is a few times the scene can be successfully loaded, but only a few times. May I know if anyone who ever got with this error knows what is going on, as I am mainly working on the content of the 3D scene rather than handle the back-end part, thanks!
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- sceneloader
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Most people here know that I have an 82 DSLR cammera scanning rig. I use this specifically for scanning in people at the shortest time possible (which is currently 1/300th of a second). However, such a complex rig is not required for scanning objects. You don't even need a DSLR camera or a handheld scanner. In this demo I used a simple iPhone 6+ and walked around a statue. We took 89 photos from different angles. My web designer had to stand on my shoulders for the top row of photos. The bust needed to have smooth shading but the base has sharp edges which I needed to preserve so I wanted flat shading for that. With babylon.js you can't pick and choose which edges to smooth. In order to pull this off I made the base and bust 2 separate meshes and turned off smooth shading on the base. It still doesn't look perfect, but it was much better than everything smoothed or everything flat. This is my first test scanning with an iPhone and I usually scan people so this is a rough demo. www.punkoffice.com/statue
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HTML5 options seem pretty dismal on iOS, or am I missing something? I'm trying to figure out the best way to "wrap" my HTML5 game. It's three.js but that's not really relevant, other than the fact I want it to run fast. Here are the options I've explored/tinkered with: UIWebView Pros: Easy to use, no headaches Cons: Slow and might be deprecated soon WKWebView Pros: Fast (great WebGL speed, etc.) Cons: Can't support loading local resources; security restrictions on local .html and .js files Workarounds: Copy resources to /Documents or /tmp directory Host files with embedded web server Cordova Pros: Plugin that wraps the WKWebView with web server solution; other bells and whistles Cons: Seems not not be under active development; build/config errors Intel XDK Pros: Nice IDE, can use Cordova plugins Cons: Deploying to device incredibly clunky and slow Ejecta Pros: Fast Cons: Getting it to work with three.js not straightforward I'm currently using the UIWebView solution, which might NOT have good enough performance to release the game. WKWebView seems unusable; I suppose I can try to get Ejecta working. Any insight or opinions here? Thanks!
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My Phaser (v2.6.2) game runs great at 60fps on my iPhone 6S. But then I tested it on a regular 6 and was shocked to see 20fps. I took everything out until nothing was left but an empty scene and it is still just 30fps on iPhone 6 and 10fps on iPad Mini 1. The code below outputs: In Safari on iPad Mini 1 iOS 8.2 -> webgl: true fps: 20 In Safari on iPhone 6 iOS 9.3 -> webgl: true fps: 30 (I even checked this on two different iPhone 6 because I couldn't believe my eyes) In Safari on iPhone 6S iOS 10 -> webgl: true fps: 60 The performance cannot possibly be this bad can it? iPhone 6 is still a modern device. But what could be wrong with my code below? For comparison I also quickly googled html5 game engine and set up a basic scene with Panda JS that just sets the renderer to WebGL and prints out fps and it was running at 60 on all 3 devices listed above. So I think I can rule out device and it must be something down to the Phaser engine, or the way that I am using the Phaser engine. <!doctype html> <html> <head> <script src="./build/phaser.js"></script> <meta name="viewport" content="width=device-width, initial-scale=1.0"> </head> <body> <script type="text/javascript"> window.onload = function() { var game = new Phaser.Game(360, 640, Phaser.AUTO, '', { init: init, render: render }); function init() { game.time.advancedTiming = true; } function render() { game.debug.text("webgl: " + (game.renderType === Phaser.WEBGL) + " fps: " + game.time.fps, 32, 32); } }; </script> </body> </html>
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Hi All, Thanks for reading my post. I am creating an isometric platform game with map bigger than the phone's screen. So I use Camera.follow with my player sprite (a taxi) to move around the map. The code is perfectly working in Android tablet but in iPhone (latest IOS) the map is not moving down (bigger side) but its moving to the right side. Please see the demo (Both android and iPhone) in this youtube link.https://youtu.be/yZ14Vuodeu0 Please see my code below I set the Bounds bigger than the current game size me.game.world.setBounds(0, 0, 2000, 1200); // me.game.physics.startSystem(Phaser.Physics.ARCADE); me.game.physics.startSystem(Phaser.Physics.P2JS); game.add.plugin(Phaser.Plugin.Debug) This is the camera.follow code me.taxiNE = me.game.add.sprite(370, 130, 'CityRide', 'taxi_NE'); // me.game.camera.follow(me.taxiNE); me.game.camera.follow(me.taxiNE, Phaser.Camera.FOLLOW_LOCKON, 0.1, 0.1); me.taxiNE.anchor.set(0.5); me.game.physics.enable(me.taxiNE, Phaser.Physics.ARCADE); This is my update function which has the taxi move code. update: function() { var me = this; if (!me.gameOver && me.game.input.activePointer.isDown && game.physics.arcade.distanceToPointer(me.taxiNE, game.input.activePointer) > 8) { game.physics.arcade.moveToPointer(me.taxiNE, 200); } else { me.taxiNE.body.velocity.set(0); } me.game.physics.arcade.overlap(me.taxiNE, me.wrongLocation, me.hitTheRoad); }, I am working on this for last 2 days and i can't fix this issue. Can someone please give me some idea how to fix this. PS: I am not sure whether this is some know issue (either in phaser 2.5 or latest iOS)
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Somehow phaser is not loading on IOS, yet loads fine on all else. Don't know what could be causing this, and it happens on multiple projects... What are the differences between IOS and the rest of the devices?
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Hello All, I'm using text and emoji and I'm rendering them on Phaser, but when I to .toDataUrl() the resulting image shows them quite blurry especially the emoji. Is there a way to fix this issue? I'm also using Phaser.Canvas.setImageRenderingCrisp(game.canvas); //for Canvas, modern approach Phaser.Canvas.setSmoothingEnabled(game.context, false); //also for Canvas, legacy approach // Pixel art. game.stage.smoothed = false; // No sub-pixels to remove camera jitter. game.renderer.renderSession.roundPixels = true;But the result is the same, I'm running this on iPhone5s Thanks!
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hi all i 've created a small demo with panda.js,but not display anything on iOS iPhone (it works fine on Lumia 925); no missing assets. Here my config.js pandaConfig = { name: 'sotb', version: '1.0.0', disableCache: true, system: { width: 640, height: 400, webGL: true, hires:1, retina:false, scaleToFit: true, resizeToFill: true, scaleMode:"bicubic" }, debug: { enabled: true }, audio: { stopOnSceneChange: false }}; Panda.js 1.13.1Pixi.js 2.2.5Canvas renderer any suggestion? thanks!!
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I uploaded my game to a server, and the browser on my laptop see the game, income from the iphone and I see nothing. As I set to work on my iphone? Thanks.
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I've been ripping my hair out dealing with the Safari browser address bar on iPhones. By default if you turn the phone to landscape you have an address bar that sometimes drops down and covers the content. With normal HTML you can drag page elements upwards which will push the address bar away and take you back to fullscreen mode. When you have a 3D canvas you can't do that. Its not an element you can drag around with your finger. I've researched and there's no way to determine if the address bar is showing or not. There's also no way to hide/show it via code (not since iOS 7). What I've done is changed "position" of the canvas to "fixed" and the canvas will actual get pushed down by the address bar. So with that I can tell if the address bar is showing by this code: var canvas = document.getElementsByTagName("canvas")[0];onResize(canvas);function onResize(element) { var elementHeight = element.height, elementWidth = element.width; setInterval(function(){ if (element.height !== elementHeight || element.width !== elementWidth) { oldHeight = elementHeight; elementWidth = element.width; elementHeight = element.height; setTimeout(function() { engine.resize(); }, 1000); } }, 300);}This is not a great solution. It just polls the canvas to see if its changed dimension since 300 milliseconds ago. I searched for ages and this was the only solution that worked. Also, in order to hide the address bar you need to place an HTML element on top of the canvas and the user needs to push that upwards to hide the bar. Its not ideal at all. Basically once the address bar is down its hard and non-intuitive to hide it again. Its a bigger problem on the iPhone 5S because the addition of the address bar and footer bar reduces the canvas height substantially in landscape mode. Has anyone dealt with this before? Any suggestions on how to deal with this?
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Hi all! I know this is a pretty obscure issue but I was hoping someone with experience with the Facebook iOS app and HTML5 games could help. Currently I have a game that makes a synchronous ajax request to consume my company's API and retrieve data to use in the game. This is done in the Loading state. The goal was also to have the players be playing it in the Facebook webview since our ads would be focused there. Now on most platforms the game plays fine. It receives the data and goes through the rest of the game execution fine. However on some iOS platforms, mainly iPhone 5S and 6, the call never starts and the game crashes as the data isn't received. My question being, does anyone have experience with the Facebook webview on iOS that could maybe shed some light on why only on some devices is a synchronous ajax request bypassed and others it works fine? Maybe a security issue? Any help at all would be appreciated, no matter how far-fetched! Thanks in advance!!
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- uiwebviewfacebook
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Transblockies Addictive physics puzzle coded in Haxe+Openfl. * Optimized for Desktop and Mobile * Mind twisting 40 levels (+20 mobile) with 3 stars each * Polished visuals * Free to play without in app purchases You can try it here: HTML5, Flash, Android, IOS
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Hello, I have a IFrame and within the iframe I redirect to the game.html. When I click in the game.html everything freezes. Everything works fine when using a computer (any browser), windows phone or android, but with an iphone or ipad it won't work. Below are the example files to replay the problem... index.html: <html><body> <iframe src="click.html" height="900" width="800"/></body></html>click.html <!DOCTYPE html><html> <body> <a href="Game.html">CLICK HERE</a> </body></html>Game.html <!DOCTYPE html><html> <head> <style> body{overflow:hidden;} #game_div { width: 760px; height: 1100px; margin: auto; } </style> <script type="text/javascript" src="./Game/phaser.min.js"></script> <script type="text/javascript" src="./Game/main.js"></script> </head> <body> <div id="game_div"> </div> </body></html>main.js var game = new Phaser.Game(760, 1100, Phaser.AUTO, 'game_div');var overlay, countdownText;var counter = 0;var main_state = { preload: function() { }, create: function () { //game overlay overlay = game.add.graphics(0, 0); overlay.beginFill(0x00A54F, 0.8); overlay.drawRect(0, 0, game.width, game.height); countdownText = game.add.text((game.width / 2), (game.height / 2), counter, { font: "65px Arial", fill: "#ffffff", align: "center" }); countdownText.anchor.set(0.5,0.5); }, update: function() { countdownText.setText(counter++); }}game.state.add('main', main_state); game.state.start('main'); TNX
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I am interested in connecting with companies and freelancers that are masters at cutting edge game designs that will be played in device agnostic, live consumer facing settings and that can deal with fast turn arounds, challenging timelines, unexpected client change requests and high levels of global exposure at large consumer events. Creativity and uniqueness are highly valued in this arena just as much as the ability to code what the client wants even when you don't agree with it. Rock solid, bullet proof code solutions are a must for all deliverables. This is "big-boy" stuff so please only serious, enterprise level experience. If you have a degree and no real experience, stick with it. This is a great business to be in but this post isn't for you. If you're a great coder but you still call mom's basement a command center... well... ok... you still could be my guy but the point is, we're looking for professionals here! Looking forward to it. Give me samples and lets talk. MK
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OK can somebody please explain it to me like I'm 5? Or point to a tutorial? I'm interested in packing my game (one JS, one HTML, and a bunch of assets) into an iOS app. This would need to be properly signed, etc blah blah so it can be in the App Store. I've been doing Unity3D iOS games for years now and it's never been this hard.
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Hello I've just been working on my first HTML5 game, using the Phaser framework and I've run into a very unfortunate problem regarding landscape mode. - My game has to run in landscape. - If it is in portrait mode, an image shows up, telling the user to turn their phone to landscape mode. OK so far so good. Works perfectly on desktop, all browsers, my iPhone 5 and my iPad. But then: - My client has an iPhone 5S. - If he accidently hits the top of the browser, two huge bars come into view, the menus from the Mobile Browser, and screws everything up, because he then gets the "please turn your phone into landscape mode"-image, so he has to flip it to portrait mode and back, in order to get it working again. His argument is that this game is broken now because of this, people won't know to flip it back and forth. Any suggestions?
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Hey Everyone, I just completed and released a simple, physics based game that user Phaser. As the circle, your job is to avoid the triangles and gain points by hitting the rectangles. The game gets progressively harder after certain point thresholds are reached. The level change is indicated by the player (circle) changing colors. The game is intended to be challenging, however there is strategy in controlling the player which will allows for much higher scores. Leaderboard and achievements have been included on each platform using Google Play Games and iOS Game Center. https://play.google.com/store/apps/details?id=com.soquilistudios.shapeitoff&hl=en https://itunes.apple.com/us/app/shape-it-off/id951345869?mt=8 The iOS version has a new version with bug fixes waiting for review (current version still playable), but the Android version is up-to-date. Feedback is welcome. Thanks
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- phaser
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I currently want to build a game for iPhone (I have a 5s) using Phaser and CocoonJS. I'm just wondering what the best/most optimized initial game size would be for this! aka for this code: var game = new Phaser.Game(800, 600, Phaser.AUTO, 'icicle-man');What would be the best options to replace 800 & 600 with? -Thanks