Spritekit actions doesn't work on all devices - ios

I have spritekit scene with element that has actions:
https://scr.hu/dXryae
https://scr.hu/Gw3Ra5
I'm loading this scene, get the Overlay element and put every child of it in main scene of game. Everything were working fine till I tried to add some more features to it. This "features" cause that actions doesn't works. But this is not my problem. I came back to working copy and now it works different on different devices.
Test devices:
Iphone 5 10.3.3 - actions works
Iphone 7 Plus 11.0.2 - actions doesn't work
I've noticed that when I go to home screen of iOS and come back to game actions starts working.
I thought that it can be some cache problem but probably I tried every method of cleaning it.
I have no errors/warnings in xcode or in console.

This is a longshot...but I had a similar issue with my GameScene in iOS11. However I was embedded in Messages so I am not sure it is the same issue, but I had the same symptoms. The Game Scene during the transition was getting paused automatically (but only in iOS11) after transitioning to the scene I ran myScene.isPaused = false and it fixed the issue, and had no adverse affects on iOS10

Related

Blank screen after Launch.storyboard in Apple SceneKit game - really annoying bug

So the main problem is a blank screen after Launch.storyboard finishes.
But from the beginning: I wanted to use fullscreen in my game. When I checked "Requires full screen" AND "Launch Screen File" was left empty like on the image,
... the app runs without launch screen (as expected), but I get a scene which is NOT playing as fullscreen, like on the image below, (the status bar is visible, there are also two black bars on either side). In the GameViewController I have: override var prefersStatusBarHidden: Bool { return true },
In info.plist I have:
No matter what I do I do not get full screen without visible status bar.
Now, I change to this:
And... Launch.storyboard shows itself (it has only text, not any large pictures), after this nothing happens, there is only blank screen without any images. I can hear background music, I can even touch the screen and the game runs but I do not see anything. This happens on both my physical devices - iPhone SE 1-st and 2-nd gen. attached to my computer. Interestingly, when I press device's sound level buttons, up or down, .. voila, and I can see everything now, the game scene appears! (full screen without status bar, as I expected).
I tried everything: reinstall app, remove Xcode cache, reboot computer and device - nothing works, all the time blank screen with music. I checked on the simulators - on SE (2) and others everything works fine, the launch.storyboard loads, the game is visible from the beginning. On another physical device, iPhone 12 works fine, also on iPad Pro works fine, (but for a very short time the black screen appears). Maybe it has something with memory, but on the other hand SE 2-nd gen. is rather new device.
Do you have any ideas what could be wrong and how to fix this? I do not want to publish the app until I am 100% sure that it works on all devices without any issues.
Thank you ZAY, but I think I have found the answer after many attempts. When Xcode creates the default Game scene, it creates Main.storyboard that looks like this: .
What I did: instead of default SceneKit View, I added default View, like this:
Everything seems to work now. Do not know why, but it works.

How to get rid of a red screen showing between the mandatory Unity Logo splash (for Personal) and the display of my initial scene?

I am wrapping up fixing some defects in my Unity game.
Sporadically, when I run my game on iPhone 5s I see a full screen of red in between the Unity Logo Splash Screen (mandatory for Unity Personal Subscription), and the initial display of my first scene. This lasts for anywhere between a flash and about half a second. I have never seen this sort of behavior on Android or other iOS devices (besides the iPhone 5s, which is my main test device for iOS).
1) Has anyone seen similar behavior? If not,
2) Any ideas for possible causes and/or ways to fix this behavior?
I am seeing this on a release build built in Unity 5.6.0f3. My initial theory was that the initial scene had too many resources to load which was causing the camera to not render for a few moments after the unity logo finished transitioning out, but I already split my initial scene into an initial loading/pseudo-splash screen scene, and a subsequent scene which contains the majority of the objects in the scene.

Why are some iOS assets not showing at retina resolution?

In one of my projects, many built-in assets, such as the clear button in UITextField or UISearchBar objects, the UITableViewIndexSearch image, and the activity indicator in the status bar set by UIApplication.sharedApplication().networkActivityIndicatorVisible don't show at the correct resolution. I've noticed this on iPhone 6 and iPhone 6 Plus devices running iOS 8.4, as well as all of the simulators running iOS 8.4. I have other projects that don't show this issue.
Screenshots are here: http://imgur.com/a/7TMlE
I have experienced this as well, in my case the cause was various view controllers being created too early in the application life-cycle (in the init method of the app delegate, i.e. before didFinishLaunching had been called) and also before the creation of the initial UIWindow.
Moving view controller creation to didFinishLaunching, after the window has been created solved it.
Those are system elements, so that’s pretty weird. Try deleting and re-adding the simulators in the Xcode Devices window: Window → Devices or shiftcommand2.

iPhone app on iPad: First screen does not adapt to iPad

I´ve tried running my iOS (for iPhone) game built with cocos2d on an iPad and almost everything works just fine, except the first screen to display where the UI elements is all over the place.
However, if I switch to another View (or Scene in Cocos2d) everything looks great and if I switch back to the previously messed up screen, it also looks normal.
So, the first screen to load when running on the iPad will look messed up and I have no idea what´s causing this.
Any ideas?
This generally happens when you inherit your scene class from CCNode. Change the parent class of your scene to CCScene.

iOS - No Graphics when testing SK game on device

I have a problem with testing my SpriteKit game on my iPhone.
In the simulator, it runs perfectly. But when I try to run the game on my device, there are no graphics. But the information in the corner right says that there are three nodes on the screen. When I touch an "invisible" node, the console prints that I touched it.
I removed the game from my iPhone and built it again. But still the same problem. Cleaning it had also no effect.
Can someone help me ?
The only explanation I could think of is when you put your pictures in Xcode you did not copy it to the project folder therefore it did not get bundled up in the IPA file and is unable to find the pictures on your phone. Remove the pictures and place them again ensuring that this time they get copied in the project folder.
I found the solution for my problem.
I had to set the zPosition of my Sprite to a higher value than the background zPosition. I don't know why it worked on the simulator without setting the zPositions.

Resources