Unity to ios Notch And Safe Are Problems - ios

I have tried creating a game in unity and build it on ios on any apple devices there were no problem except on iphone x. Screenshot is below.enter image description here. It was covered by the iphone x notch and then when when the character is on the left or the right side it was cut it half.Is there any other solution or a plugin we can use to solve the issue ?. Is there a unity settins or xcode settings to that ? .Thank You

About the iPhone X notch, you can use this:
Screen.safeArea
It is a convenient way to determine the screen actual "Safe Area". Read more about it in this thread.
About the character cutting in half, this is probably something you need to take care of manually based on your game logic. By getting the Screen.width - you should be able to either adjust the Camera (zoom out) or limit the character movement in a way that it will not get past the screen edge.

For the iPhone X and other notched phones you can use the generic Screen.safeArea provided by Unity 2017.2.1+. Attach the script below to a full screen UI panel (Anchor 0,0 to 1,1; Pivot 0.5,0.5) and it will shape itself to the screen safe.
Also recommended to have your Canvas set to "Scale With Screen Size" and "Match (Width-Height)" = 0.5.
public class SafeArea : MonoBehaviour
{
RectTransform Panel;
Rect LastSafeArea = new Rect (0, 0, 0, 0);
void Awake ()
{
Panel = GetComponent<RectTransform> ();
Refresh ();
}
void Update ()
{
Refresh ();
}
void Refresh ()
{
Rect safeArea = GetSafeArea ();
if (safeArea != LastSafeArea)
ApplySafeArea (safeArea);
}
Rect GetSafeArea ()
{
return Screen.safeArea;
}
void ApplySafeArea (Rect r)
{
LastSafeArea = r;
Vector2 anchorMin = r.position;
Vector2 anchorMax = r.position + r.size;
anchorMin.x /= Screen.width;
anchorMin.y /= Screen.height;
anchorMax.x /= Screen.width;
anchorMax.y /= Screen.height;
Panel.anchorMin = anchorMin;
Panel.anchorMax = anchorMax;
}
}
For a more in depth breakdown, I've written a detailed article with screenshots here: https://connect.unity.com/p/updating-your-gui-for-the-iphone-x-and-other-notched-devices. Hope it helps!

Sorry for the late answer but I have adjusted the camera's viewport rectangle for iOS devices and it works correctly. Check if it works for your camera as well.
I have tried safeArea and other script based solutions which do not seem to work.
#if UNITY_IPHONE
mainCamera.rect = new Rect(0.06f, 0.06f, 0.88f, 1);
#endif

Related

Qt 5 drawing translate(), rotate(), font fill issues

I'm writing my first Qt 5 application... This uses a third-party map library (QGeoView).
I need to draw an object (something like a stylized airplane) over this map. Following the library coding guidelines, I derived from the base class QGVDrawItem my QGVAirplane.
The airplane class contains heading and position values: such values must be used to draw the airplane on the map (of course in the correct position and with correct heading). The library requires QGVDrawItem derivatives to override three base class methods:
QPainterPath projShape() const;
void projPaint(QPainter* painter);
void onProjection(QGVMap* geoMap)
The first method is used to achieve the area of the map that needs to be updated. The second is the method responsible to draw the object on the map. The third method is needed to reproject the point from the coordinate space on the map (it's not relevant for the solution of my problem).
My code looks like this:
void onProjection(QGVMap* geoMap)
{
QGVDrawItem::onProjection(geoMap);
mProjPoint = geoMap->getProjection()->geoToProj(mPoint);
}
QPainterPath projShape() const
{
QRectF _bounding = createGlyph().boundingRect();
double _size = fmax(_bounding.height(), _bounding.width());
QPainterPath _bounding_path;
_bounding_path.addRect(0,0,_size,_size);
_bounding_path.translate(mProjPoint.x(), mProjPoint.y());
return _bounding_path;
}
// This function creates the path containing the airplane glyph
// along with its label
QPainterPath createGlyph() const
{
QPainterPath _path;
QPolygon _glyph = QPolygon();
_glyph << QPoint(0,6) << QPoint(0,8) << QPoint(14,6) << QPoint(28,8) << QPoint(28,6) << QPoint(14,0);
_path.addPolygon(_glyph);
_path.setFillRule(Qt::FillRule::OddEvenFill);
_path.addText(OFF_X_TEXT, OFF_Y_TEXT, mFont , QString::number(mId));
QTransform _transform;
_transform.rotate(mHeading);
return _transform.map(_path);
}
// This function is the actual painting method
void drawGlyph(QPainter* painter)
{
painter->setRenderHints(QPainter::Antialiasing, true);
painter->setBrush(QBrush(mColor));
painter->setPen(QPen(QBrush(Qt::black), 1));
QPainterPath _path = createGlyph();
painter->translate(mProjPoint.x(), mProjPoint.y());
painter->drawPath(_path);
}
Of course:
mProjPoint is the position of the airplane,
mHeading is the heading (the direction where the airplane is pointing),
mId is a number identifying the airplane (will be displayed as a label under airplane glyph),
mColor is the color assigned to the airplane.
The problem here is the mix of rotation and translation. Transformation: since the object is rotated, projShape() methods return a bounding rectangle that's not fully overlapping the object drawn on the map...
I also suspect that the center of the object is not correctly pointed on mProjPoint. I tried many times trying to translate the bounding rectangle to center the object without luck.
Another minor issue is the fillup of the font... the label under the airplane glyph is not solid, but it is filled with the same color of the airplane.
How can I fix this?
Generically speaking, the general pattern for rotation is to scale about the origin first and then finish with your final translation.
The following is pseudocode, but it illustrates the need to shift your object's origin to (0, 0) prior to doing any rotation or scaling. After the rotate and scale are done, the object can be moved back from (0, 0) back to where it came from. From here, any post-translation step may be applied.
translate( -origin.x, -origin.y );
rotate( angle );
scale( scale.x, scale y);
translate( origin.x, origin.y );
translate( translation.x, translation.y )
I finally managed to achieve the result I meant....
QPainterPath projShape() const
{
QPainterPath _path;
QRectF _glyph_bounds = _path.boundingRect();
QPainterPath _textpath;
_textpath.addText(0, 0, mFont, QString::number(mId));
QRectF _text_bounds = _textpath.boundingRect();
_textpath.translate(_glyph_bounds.width()/2-_text_bounds.width()/2, _glyph_bounds.height()+_text_bounds.height());
_path.addPath(_textpath);
QTransform _transform;
_transform.translate(mProjPoint.x(),mProjPoint.y());
_transform.rotate(360-mHeading);
_transform.translate(-_path.boundingRect().width()/2, -_path.boundingRect().height()/2);
return _transform.map(_path);
}
void projPaint(QPainter* painter)
{
painter->setRenderHint(QPainter::Antialiasing, true);
painter->setRenderHint(QPainter::TextAntialiasing, true);
painter->setRenderHint(QPainter::SmoothPixmapTransform, true);
painter->setRenderHint(QPainter::HighQualityAntialiasing, true);
painter->setBrush(QBrush(mColor));
painter->setPen(QPen(QBrush(Qt::black), 1));
painter->setFont(mFont);
QPainterPath _path = projShape();
painter->drawPath(_path);
}
Unluckly I still suffer the minor issue with text fill mode:
I would like to have a solid black fill for the text instead of the mColor fill I use for the glyph/polygon.

Xamarin Forms Bitmap Coordinates on SkiaSharp Canvas

I have a simple Xamarin Forms page that contains a SkiaSharp Canvas. I am allowing the user to load a floor plan bitmap to use as the background for the Canvas, and they can add smaller bitmaps to be dragged around the canvas where they need.
I am following this guidance on the Microsoft page for touch manipulation.
https://learn.microsoft.com/en-us/xamarin/xamarin-forms/user-interface/graphics/skiasharp/transforms/touch
Everything works perfectly if I use it on a single device size. When I launch it on a different device size, the resolution and Canvas size are different, and it is causing the smaller bitmaps to be placed inconsistently.
Here is the result I am seeing. The left is an iPhone 13 Pro Max, and the right is a iPhone 13 Pro. As you can see, the result is off when I view it on different size devices.
Here is the Grid that contains the SKCanvas:
<Grid BackgroundColor="White" Grid.Row="1">
<skia:SKCanvasView x:Name="canvasView" PaintSurface="OnCanvasViewPaintSurface" />
<Grid.Effects>
<tt:TouchEffect Capture="True" TouchAction="OnTouchEffectAction" />
</Grid.Effects>
</Grid>
Here is the PaintSurface handler:
void OnCanvasViewPaintSurface(object sender, SKPaintSurfaceEventArgs args)
{
SKImageInfo info = args.Info;
SKSurface surface = args.Surface;
SKCanvas canvas = surface.Canvas;
canvas.Clear();
//set background
SKRect dest = new SKRect(0, 0, info.Width, info.Height);
canvas.DrawBitmap(backgroundBitmap, dest, BitmapStretch.Uniform,
BitmapAlignment.Start, BitmapAlignment.Start);
//Set the coordinates for the pin bitmap
var transX = 1005;
var transY = 1189;
bitmap.Matrix = SKMatrix.CreateTranslation(transX, transY);
// Display the bitmap
bitmap.Paint(canvas);
// Display the matrix in the lower-right corner
SKSize matrixSize = matrixDisplay.Measure(bitmap.Matrix);
matrixDisplay.Paint(canvas, bitmap.Matrix,
new SKPoint(info.Width - matrixSize.Width,
info.Height - matrixSize.Height));
}
I've been through several posts on StackOverflow as well as in MS forums. I can't figure out a way to make this show consistently on different size devices.
Does anyone have a suggestion on how I can keep this smaller bitmap in the same location on the background/SKCanvas regardless of device size?
I appreciate any feedback.
The coordinate of the bitmap is not supposed to be hard-coded , you need to adjust the value (x/y) according to the background canvas's size.
Something like this
var transX = info.Width - 20;
var transY = info.Height - 20;

AIR iOS scaling entire content, can't see anything

I've created an app with the latest version of AIR (16.0.0.272) and I'm trying to scale the content to fit any resolution of the iPhone from 4 to 6+
In desktop debugging I see all perfectly scaled changing the stage dimension to test my solution. Trying on my iPhone 5 I can't see the scaled content.
If I comment the resize function everything is ok (I see all the content, not scaled obviously).
That's my solution
private function resize(e:Event=null):void{
w=stageW();
h=stageH();
var initW:Number=640;
var initH:Number=960;
//bg.img.width=w;
trace(w+"/"+h);
main.y=62;
//main.x=w*.5-320;
bg.width=w;
bg.height=h;
menu.bg.width=w;
menu.bg.height=h;
var divisor:Number = 640/w;
main.width = Math.floor(main.width / divisor);
main.height = Math.floor(main.height / divisor);
}
I have tried to temporize the resize call to test it on the iPhone but again after 2000ms I can't see anything.
After this I've tried with a listener addEventListener(Event.ADDED_TO_STAGE, init); calling the resize above at the end of my operations of building UI and so on.
Can't figure why resizing a movieclip that contains my app content make it disappear from iPhone and not from the desktop.
Hope in a solution
Thanks in advance
Capabilities.screenResolutionX and Capabilities.screenResolutionY are what you should use for screen width and height on apps.
Note: the X and Y don't change with rotation - they'll stay the same when screen rotates, so your code to get screen dimensions will look like this:
if (bStagePortrait) {
iScreenWidth = Capabilities.screenResolutionX;
iScreenHeight = Capabilities.screenResolutionY;
} else {
iScreenWidth = Capabilities.screenResolutionY;
iScreenHeight = Capabilities.screenResolutionX;
}
Also use this code to prevent app from resizing or moving:
stage.align = StageAlign.TOP_LEFT;
stage.scaleMode = StageScaleMode.NO_SCALE;
For a variety of reasons, your resize function could be getting called more than once.
main.width = Math.floor(main.width / divisor);
main.height = Math.floor(main.height / divisor);
will continuously make the main clip smaller. It may be better to use a constant or number for size calculation. I usually do something with scaling, though.
main.scaleX = main.scaleY = percentStageScaled;

strange droppable() bug on iPad, works on iPhone

I've tried various web searches, but I can't seem to find anything that relates to my problem.
To quickly delineate the problem:
HTML5 Cordova iOS app (7.1 -> 8.1)
uses draggable elements
I only have issues on the iPad, not on the iPhone
The HTML5 app itself works flawlessly in a web-browser
The app itself is a biology app that teaches translation - decoding RNA into a amino acid sequence, i.e. a protein.
For this, the user sees the sequence and drags the correct amino acid onto it. The amino acid is a draggable element and the target div is a droppable. One amino acid at a time a chain is built. Please refer to the screenshot to get an idea (can't embed yet).
http://i.stack.imgur.com/S4UpF.png
In order to fit all screens, I "transform: scale" the app accordingly (fixed size is ~850x550). And to get rid of the associated jQuery bug with draggable (object movement would also change with the scaling factor), I've followed the instructions at http://gungfoo.wordpress.com/2013/02/15/jquery-ui-resizabledraggable-with-transform-scale-set/
// scaling to fit viewport
// sizing the page
var myPage = $('.page');
var pageWidth=myPage.width();
var pageHeight=myPage.height();
// sizing the iFrame
var myFrame = $('.container');
var frameWidth=myFrame.width();
var frameHeight=myFrame.height();
// scaleFactor horizontal
var horizontalScale=pageWidth/frameWidth;
// scaleFactor vertiacal
var verticalScale=pageHeight/frameHeight;
// global zoomScale variable
var zoomScale = 1; // default, required for draggable debug
// if page fits vertically - scale horizontally
if ((frameHeight * horizontalScale) <= pageHeight) {
myFrame.css({
'transform': 'scale('+horizontalScale+')',
'transform-origin': 'top',
});
// adding vertical margin, if possible
if (pageHeight > frameHeight*horizontalScale) {
var heightDifference = pageHeight - frameHeight*horizontalScale;
myPage.css({
'margin-top': heightDifference/2,
'height': pageHeight - heightDifference/2,
});
}
zoomScale = horizontalScale;
// else scale vertically
} else {
myFrame.css({
'transform': 'scale('+verticalScale+')',
'transform-origin': 'top',
});
zoomScale = verticalScale;
}
// draggable + scale transform fixes (http://gungfoo.wordpress.com/2013/02/15/jquery-ui-resizabledraggable-with-transform-scale-set/)
function startFix(event, ui) {
ui.position.left = 0;
ui.position.top = 0;
}
function dragFix(event, ui) {
var changeLeft = ui.position.left - ui.originalPosition.left; // find change in left
var newLeft = ui.originalPosition.left + changeLeft / zoomScale; // adjust new left by our zoomScale
var changeTop = ui.position.top - ui.originalPosition.top; // find change in top
var newTop = ui.originalPosition.top + changeTop / zoomScale; // adjust new top by our zoomScale
ui.position.left = newLeft;
ui.position.top = newTop;
}
I've already got a beta version on iTunes connect and it works great on an iPhone. On iPads, however, the droppable area is oddly small and shifted. That is, the div seems to be properly rendered - it is the box with the dashed border.
Has anyone else encountered a similar bug? I really have no idea how to fix it.
I have managed to solve the problem.
The issue was probably based on the viewport meta tag (0.5 scaling) interacting badly with the transform:scale resizing.
Simply removing all viewport meta arguments have solved the problem.

PlayN iOS Landscape mode

My game is designed for landscape only (screen resolution 1024*768 - iPad resolution).
My game scene is rendered correctly on every platform supported by PlayN (Android, html etc). The problem with iOS only.
I have prepared all the resources for iPad screen resolution, setup info.plist file, registered platform using IOSPlatform.register(app, IOSPlatform.SupportedOrients.LANDSCAPES);
When I run my application everything regarding device orientaton is correct, but game scene isn't fully rendered. It is rendered for the resolution 768*768 (Not all of the scene objects are visible - only objects that belong to 768*768 rect are visible) and the remaining screen space is black.
I've investigated the issue in the following way:
Applied scale transform to rootLayer (to make sure the entire scene is rendered). PlayN.graphics().rootLayer().setScale(0.75f, 0.75f);
Result - game scene fits in 768*768 rect and I can see all game scene objects.
Applied translate transform to rootLayer (to make sure PlayN doesn't render scene outside of 768*768 rect). PlayN.graphics ().rootLayer().setTranslation(1024.0f - 768.0f, 0.0f);
Result - game scene is translated, but objects that are not belong to 768*768 screen rect are not visible.
My guess is that PlayN prepares its drawing context for the 768*1024 screen resolution (default iPad orientation resolution). When it renders the screen the objects located outside of 768*1024 rectangle are clipped (not rendered).
Any help or ideas what can cause such strange behavior would be very appreciated.
Thanks!
The problem is in the following:
iOS doesn't change main window frame and root view frame after device rotation (while Android does - I've checked).
PlayN code expects that view size after rotation should be changed from 768*1024 (default orientation) to 1024*768.
Actual result: PlayN transforms game scene using transform matrix but doesn't change OpenGL framebuffer size (framebuffer size is still 768*1024)
I've fixed this issue by adding the next piece of code to IOSGLContext:
#Override
public void setSize (int width, int height)
{
if (UIDeviceOrientation.LandscapeLeft == orient || UIDeviceOrientation.LandscapeRight == orient)
{
Console.WriteLine("Swap IOSGLContext width and height for " + UIDeviceOrientation.wrap(orient));
viewWidth = height;
viewHeight = width;
}
else
{
viewWidth = width;
viewHeight = height;
}
super.setSize(viewWidth, viewHeight);
}
Now everything work as expected!
If you have any other ideas how to fix this issue I will be glad to discuss them)
Thanks!
download the latest PlayN-1.5 snapshot (from -> https://github.com/threerings/playn not from google code). This issue is fixed in that version

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