Do you have any idea what could be the possible causes for the next app strange behavior on Android 13?
Recently (6th January 2023) I published my android game, Focus Pocus, on Google Play. Game link: https://play.google.com/store/apps/details?id=com.JarekApps.FocusPocus
It works as expected on Android versions older than Android 13. It used to work ok also on Android 13, but after last Android 13 software update, android draws a thin white horizontal line at the top of the screen, over my game. It is like a line under the Android notification bar (exactly under the front camera of my Samsung Galaxy A53).
Basically, the game has the portrait screen divided in two: the top half is a canvas and the bottom half is a table arrangement with buttons.
In android 13, the canvas part doesn't work well...if I hold the finger on the image sprite in the canvas (the floating number) while i click the same number on the keyboard, it doesn't work or the sprite is "jumpping" to another position and i lose a life in the game (it should not have this behavior).
The strange thing is that if i restart my phone, THE FIRST TIME when i play the game after the phone restart, it works as expected, but, after i close the game and reopen it, Android 13 makes the changes with the line and the canvas/touch bugs appear.
My game targets API 31
I tested it on another phone with Android 13 (samsung galaxy A51) and it has the same problem.
Thanks in advance for your suggestions.
Related
I have a really strange problem that I can't find the solution for. I am new to Unity and only had about a week experience with Vuforia. My problem is that I have a target which I am overlaying with a 3D object and then I compile to Android. My phone is a Galaxy S7. When I come up close and the target is detected everything is fine however as soon as I start backing out the material slowly disappears off of the game object. This only happens on my phone. I tested with 4 other phones (ZTE Blade, Pixel 1 & 2, HTC ONE) on which it works perfectly fine.
Has anyone experienced this before?
Images:
Close-up:
Initial state, close up
Starting to back out:
Material starts to disappear, seems like an invisible sphere around it
Material disappeared off of the object:
Material is gone
I'm working on a Cordova mobile app that uses jQuery Mobile. On this app, we've created buttons using icons from the Font Awesome library. In Chrome, everything works great -- the icons appear as they should. However, if we compile the app and run it on our Android test devices then the icons will start to randomly replace other icons on the same page.
If we use Chrome DevTools to inspect the page while the mobile app is running on the phone, the icons display correctly on the desktop inspector, but not on the mobile device.
Here's a screenshot of the icons displaying correctly. This is from Chrome DevTools inspecting the mobile app while it's running live on the mobile device.
Here's a capture of the same screen taken from the device. I've indicated in red where the differences in icons are.
More pertinent observations and facts:
Our primary test devices are Samsung S7s running Android 7.0 -- all of these devices have this same problem.
The icons do not start to replace one another until we've changed pages a couple times.
It's not consistent which icons get replaced. It will vary each time we fire up the app. One icon that gets replaced one time might be left untouched the next time.
This problem does not occur on our older Android test device (Droid Razr Maxx HD running Android 4.4.2).
I've tried re-compiling the app with the android-targetSdkVersion removed, set to 22 and set to 25. In all instances, the icons continue to swap randomly on the newer Androids.
We've upgraded cordova-android to the latest version (6.2.3 as of writing) and the issue remains.
If I use Chrome DevTools to manually remove the Font Awesome icon CSS class (e.g., fa-user-plus) and then re-add it again, the icon will then display correctly on the device.
We've noticed that sometimes (as you can see in the screenshot below) a small white line might appear underneath an icon that has been replaced.
Does anyone know what might be causing this? Any theories on how it's possible for Chrome DevTools to show one thing while the device shows another would also be helpful.
I stumbled across a solution for this problem while debugging a separate issue on the same app where position:relative elements would disappear while I was scrolling on a mobile device.
While I haven't been testing on an iPad, the solution provided in this question iPad Safari scrolling causes HTML elements to disappear and reappear with a delay fixed both issues.
What I did was apply -webkit-transform: translate3d(0,0,0) to the class .ui-btn (the jQuery Mobile class for buttons). After a re-compile, the icons would no longer randomly swap with one another.
I have little insight as to why -webkit-transform: translate3d(0,0,0) fixes this apparent WebView rendering bug. If anyone has a deeper understanding of what's going on, please leave a comment!
The screen in my Android phone is cut in half diagonally.
(Click image to enlarge)
I'm using Unity 3D game engine. After building it and installing it in my phone which is running Android Lollipop, the screen of the game I created is cut in half diagonally. I tried to install it in another phone running Android Jelly Bean, and it works properly.
I've searched many forums already. I hope someone can help me.
It is a Z position problem. you can either move all objects to -1(or less), or you can move the Quad(if that what you are using, to 1 (or greater), that will fix it
Very slow interactive drag performance (about 2 fps) while running a simple KineticJS version 5.0.2 app on Android Chrome (Android 4.3 on a Samsung Galaxy Note 10.1 2014 edition) BUT as soon as I select Chrome's setting to "Request desktop site" suddenly there's a massive performance increase of about 10x with the drag refresh rate. I'm not sure if this is a KineticJS issue or perhaps something else entirely. Running on a desktop browser on my workstation, performance is butter smooth.
Here's a description of the app: There's a bitmap in the background layer (900x600) and a PNG bitmap with alpha channel in the foreground layer (320x156) with draggable = true.
If I remove the background layer, then drag performance is OK.
Is there a way to solve this?
I have now achieved a consistent frame rate of roughly 30 to 40 fps on both mobile and desktop modes on the Samsung tablet mentioned above!
The big change came from restructuring my game code which erroneously called init() several times (about 6 times) instead of just once, each time instantiating the stage and the multiple images. I do also use "Kinetic.pixelRatio = 1" at the top of the code and a "Kinetic.FastLayer()" for my static background artwork.
We are evaluating Delphi XE5 specifically to see how easy it is to develop mobile apps. We have developed a simple Android app that scrolls through a TClientDataset using a DBNavigator. The application comprises a few input fields, labels and slider controls (TSwitch).
Everything works ok and sliders (animations) are responsive, except on a Google Nexus 10 (Android 4.3) where everything happens in slow motion. It is like the app is still running in emulator mode. (A sliding button takes over 2 seconds to move from left to right!)
We have successfully tested the app on a Samsung Galaxy S3 (Android 4.1.2) and a HTC One (4.2.2) and the UI is as responsive as one would expect.
Update.
We asked the question at Code Rage 8 and they are referring it to the R&D Department. Will update when or if we get an answer.
I see mention of the screen resolution in comments. Has it actually been determined that it is the screen resolution that is the issue here?
Can you go into the developer options on the Nexus and try anything there that forces GPU usage or whatever might potentially help things along graphics-wise?
And is there anything clue-like in logcat? Run monitor.bat in the Android SDK tools directory or, if the path to it has spaces in, then that won't work so run ddms.bat instead from the same location (DDMS doesn't abort due to spaces in the path).
It would be good to get more evidence on the problem, rather than (educated) guesswork.
If it turns out to be screen size, well that will be interesting for Embo.