We want to launch an HR app in around 3 months. What are the main things we should do and when? - startup

We want to launch an HR app in around 3 months. What are the main things we should do and when?
What should we do to increase our landing page traffic and have a large target audience base before the launch?
Any good outline/schedule templates you can link to?
Top things to focus on?

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Magic Leap Menu UI disappear

Im using Magic Leap One: Creator Edition almost everyday for Unity Development, but I stumbled across the following issue:
Magic Leap does not show anything (Menu and icons) when I start magic Leap device. I see the starting screen with and astronaut flying with text TAP TO START. I click, as usual, and it takes around 30-45 seconds to load and everything disappears (No UI/UX of Menu with app icons). Sometimes I get pop up message Scan Area and when I scan it popups with Area Recognized and still nothing happens after scanning. Even after closing all applications and restarting the device, the same issue arises.
What could be the cause? What can I do?
I found the mistake I made. I changed the models for Icon and Portal with unsupported high polygon models from asset store. If you want to avoid this trouble, follow guidelines for icon and portal asset development.

changing load screen with every start-up

We've been developing an app over the past month and I wanted to ask if it's possible to select a different load screen with every new app start-up.
It would be the same design, but the background colour and logo colour would change. We have 5 different files with contrasting colour schemes and we thought it could be a cool gimmick if the start-up screen would also show a different image every time a user uses our app.
Is this possible? If yes, how?
Thank you so much for any help,
Marvin.

iOS Core Data sometimes is delayed in loading

I have an app that's been available in the app store for a few years that uses Core Data. When the app is launched, the user is taken to the app's home screen where a few buttons are shown. Clicking any of the buttons takes the user to another screen that shows data that is loaded from Core Data in a UITableView (each button takes the user to different data). This is basic functionality that's been working in my app just fine the entire time the app's been available.
At some point last year, I noticed that at random times, the data saved in the app sometimes wouldn't load right away. The first time this happened, I clicked one of the buttons and was taken to a blank screen. I went back to the home screen and tried other buttons, and each screen was blank, so I thought all of my data had been wiped somehow. I proceeded to head back to the home screen and just sat there thinking for about 15 seconds, then I clicked one of the buttons again, but this time the data appeared. All of the other screens had data now as well.
I haven't updated the app in quite a while, so my code is unchanged. I don't recall there being a new iOS release around the time I started observing the issue, but it's possible.
This has happened a few more times since I first discovered it (3 or 4 times total over the last 6 months), but there seems to be no pattern at all. Once the data finally loads during these situations, it always loads right away from that point forward. This has made it impossible for me to debug it, because I can't force this situation to happen (99% of the time the data loads immediately).
Has anyone encountered this before, or have any recommendations on how to proceed? I've witnessed this on the Simulator and once on an actual device.
Random delays in updating your UI are a classic sign of attempting to update the UI from outside the main queue. It'll work, usually, but it may be delayed, and the delays won't be consistent. Make sure that when you try to update the UI, you're on the main queue. Use DispatchQueue.main.async() if necessary.
Assuming that you're using Xcode 9, make sure the main thread checker is turned on. That'll help you find this kind of problem when you're running the app from Xcode. Go to the target pop-up at the top of Xcode's window and select "Edit scheme...". In the "Run" section of the window, go to "Diagnostics" and make sure "Main Thread Checker" is turned on.

Selection of Canvas or Panel or Scene for UI in Unity

I am making an iOS application using unity.
We have 3 options for UI elements such as button, user's text key in and image, logo display etc.
I have about 8 pages in my iOS app. The first page is user login, second page is selection buttons for different game levels, third page is display of previous results, etc.
I am making UI pages and I am wondering which option to choose in terms of game's response. As this is my first app using Unity, I like to have opinions from expertises.
Which options would be best for game response and unity design among the followings.
(1)All pages are designed on different scenes and I will have 8 scenes. Each scene has its own UI elements.
(2)One scene, but different canvases for different pages. So each canvas has its own UI elements for different pages.
(3)One scene, one canvas, but different panels for different pages. So each panel has its own UI elements for different pages.
What could be the best option for my app?
If somebody discuss advantages and disadvantages for different options, it would be great.
I mostly use combination of 1 and 3 or only 3.
Passing data between different scenes is more difficult than passing data between gameobjects within the same scene (i.e. requires static members/persistent data/gameobjects that won't be destroyed when the scene is being unloaded).
In single scene options, handling the game state becomes more complex (i.e. which gameobjects are active and visible in different phases of game flow).
It's easier to make transition effects with single scene option especially if two views are visible at the same time.
I'd go with number 2 because you can just deactivate irrelevant canvases and draw only those currently active. This will be more performant than option 3 and afford smoother transitions than option 1. If you're running out of memory then split the scene in half, etc. With only 8 pages your state machine doesn't sound like it would be too difficult to manage. You can read about canvas performance here: https://unity3d.com/learn/tutorials/topics/best-practices/fill-rate-canvases-and-input?playlist=30089

How can I prevent iPad web app from moving whilst allowing internal elements to scroll?

I've been developing an iPad web app over the past three days, and I'm trying to have internal horizontal scrolling, without allowing the rest of the page to move/zoom in ect. Essentially I want to lock it to specific co-ordinates, whilst allowing certain elements to scroll. If you're on an iPad you can see it here: http://streamerforipad.webs.com/app.html. It'll look kinda weird on a desktop. Also, sorry for my abysmal coding skills, I plan to clean it up with external CSS at some point.
P.S. Remember this is a web app so native code is a no-go.
Thanks!
You can disable scrolling within certain element areas using the following:
$("element,element2").bind("touchmove",function(e){
e.preventDefault();
});

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