I used multiple textures in SKTileDefinition to produce animations in SKTileMapNode. Its fine in simulator, however, it looks shaky in real devices. How can I fix it?
iOS version: 11.1
testing devices: iPhone 7plus, iPad Pro 10.5, iPad Air 2
the tile map animation is fine in simulator.
the same animation look shaky in real devices.
Related
I would like to have a window scale of 1 (no retina display), on the simulator for example.
[UIScreen mainScreen].scale
In other words, this should return 1.
Is it possible?
You would need to select a simulated device that has a scale of 1. This includes the iPad 2 and the original iPad, the original iPhone, iPhone 3G and 3GS, and the first three iPod touches. All other iOS devices have a scale of 2 or 3.
Of those, the iPad 2 supported up through iOS 9.3.5 which you can still support in an iOS app with Xcode 10. So set your app's Deployment Target to iOS 9.3 or earlier and run it with the iPad 2 simulator.
Visual Effect View With Blur Doesn't work on iPad retina simulator. It does work with iPad air simulator. I am using Xcode 6.0; IOS8
Seems like an apple issue to me. Do you agree? Notice that Image is just transparent not blurred.
iPad Retina is 3rd generation iPad, which Apple has chosen not to have blur on, like iPad 2. This happened somewhere between the iOS 7.0 betas, presumably due to low performant GPU. It is the same with iOS 8.0/8.1. Use the Air simulator for blur effects. Notice that it is also 64-bit, so your code may behave slightly different depending on what you are doing.
I'm having difficulty displaying the standard iPhone frame when running the iOS 7.0 simulator in XCode 5.0. I've tried numerous approaches to fix this, including:
Hooking up my laptop to a larger monitor (the screen resolution is 1920 x 1200).
Making sure the window is scaled to 100% (as stated in the Apple Docs).
Selecting each of the different iPhone devices to test it out on.
Adding my own custom .png iPhone image to the simulator by going to Applications > R-click on XCode > Show Package Contents > Contents > Developer > Platforms > iPhoneSimulator.platform > Developer > Applications > R-click on iOS Simulator > Show Package Contents > Contents > Resources.
Still, all the iPhone simulators display as a window (except, quite oddly, the 3.5-inch iPhone simulator which shows up with an iPad frame):
http://imgur.com/q1dhxx8
I've never had this issue before in older versions of XCode. Any suggestions?
Thanks for your help!
The frame only appears if there is a sufficiently large resolution to display both the simulator and frame. On that display, you will only be able to have the frame if you rotate the external 1920x1200 monitor to portrait mode.
To have the frame of a retina 4" phone simulator, have your display in portrait (1200x1920) and rotate the display in OS X by 90 or 270 degrees. Have the simulator in that display. The frame will appear.
That is how all of the retina based devices are displayed in the iOS simulator. It shows all of the retina based devices with no phone frame, like you have seen. All of the devices that run iOS 7 have retina displays, which results in the simulator displaying them the way they do. The simulator with the phone frame is a non-retina example using iOS 6 and prior.
I have an html5 canvas game, limited to 30FPS. This runs fine (#30FPS) on the iPad2 and the xcode simulator when set to iPad2.
However, when I set the simulator to "Retina" and run the app the FPS drop to 11FPS. I get roughly the same result when I do the following:
Let the simulator scale up my iPad2 images.
When I use CSS transorms to scale up my images.
when I JS to scale up my images (using pixelratio).
Interestingly, this 11FPS is also seen when I test it in the iPhone retina simulator (even though this app isn't built for the iPhone so it simply gets cut-off).
Are there any known issues with canvas and the xcode simulator? Are there any fixes or am I doing something wrong?
My hardware is Macbook Pro (mid 2012) with i7CPU and 8GB ram.
Thanks
J.
It's a simulator not an emulator, never expect accurate results from it, especially when it comes to hardware performance related issues. Test your app on a real device, if you get the desired frame rate on a real device, that is all that matters.
Now, why your simulator is doing this is somewhat interesting. My best guess is that the computer is having a hard time running your game at a higher resolution than your screen in a scaled down window... Once again, just my best guess.
I'm working on an Adobe Flash Builder 4.5 iPad application. I have only a humble 13" MacBook to work with.
I am being aggravated by the problem of debugging my application in the Flashbuilder's iPad simulator. The FB simulator screen is almost the same physical size as a real iPad, which is too big to fit on a 13" MacBook.
QUESTION: Is there some setting in Flash Builder 4.5 that would scale the iPad simulator to fit the available screen real estate?
Increase the resolution of your Macbook or use the physical device to do development. I don't think it's possible to 'scale' the emulator, nor would you want to.
While I don't know of a way for you to actually scale it, you can get around some of the problems by just rotating it (Command-R)