Spritefont Files not Drawing Monogame - ios

I am working with Xamarin on Mac and my spritefonts are not drawing on IOS.
they seem to not be appearing at all, despite all the files being loaded into ContentManager. does anyone know what a solution to this is?

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Slow image loading Nativescript

i'm developing a mobile app with Nativescript.
In my app i have a list-view with some image objects which are downloaded from my google cloud storage bucket. I mean the src property of the image is something like: "https://storage.[...]/image-1.jpg".
Now on android everything is working fine, but when i tested it on the ios simulator and on the iphone device, it took a lot of time to load the picture.
It took something like 2 minutes to load a bunch of pics.
Anyone facing the same issue, how can i solve it?
Thank you!
UPDATE:
After two weeks with the mac broken now i can test again the app, but the problem is still there.
The issue is that just the images are not appearing but all the other components are working correctly with good performance
Check debug->slow animations. Had same problem accidentally toggled slow animations.
I'm a bit late, but i figured out what was the problem.
Basically it had to do with the layout.

Can I replicate iOS Safari on OS Safari?

I have an HTML animation created using Adobe Edge Animate that plays fine in my desktop browser version of Safari (9.0.1)
It doesn't work on the iPad platform it is targeted at, and it transpires that some of the image names in the assets folder are not capitalised. The HTML is calling for 'pasted.svg' for example and the file is called 'Pasted.svg'
OS Safari seems to be using some kind of fuzzy logic to be kind to the developer and is working out which image to use. iOS is not, which doesnt help me bugtest.
Is there a way I can duplicate this behaviour on OS Safari so I dont need to keep loading up to the iPad to test if the animations will work?
Thanks

iOS Simulator Rendering issue for PDF Reader Core for iOS

I have searched around on here, but couldn't find anything to answer my question. I have developed a custom app for the iPad; it involves using a set of PDf documents that change pages based on a 1 second time frame. To achieve this is have used the 'PDF Reader Core for iOS' external library. Please find the link here: https://github.com/vfr/Reader
The app works perfectly fine on the actual iPad, however I also wish to run the app on Mac Mini Machines, so the obvious thought I had was to boot the project in the iOS Simulator on the machines (saves me recoding it for OSX.). Now, here is my issue. The app works pretty smoothly in the simulator, the only issue I have is that there is a slight render lag between the page change on the Simulator. It isn't at full resolution, and appears blur whilst it renders, however the time frame to change is so quick that the simulator doesn't have enough time to render to full resolution. I have also emailed the developer of the library and he provided some suggestions however, these didn't seem to fix the issue.
I am aware that this could be to do with the actual PDF Reader itself, however I wanted to ask if anyone had any suggestions if this could be fixed in regards to the iOS Simulator? Any way to speed up the simulator?
I am using OSX Yosemite, Xcode 6.4 and Objective-C.
It seems at this moment i may have to recode for OSX. Any suggestions would be highly appreciated.
Thanks

Display Issue on IOS device when build from unity to xcode

I was having problem when building my project for IPhone 6+. So I made a simple scene in unity which has a simple camera and a ball gameobject and exported it to XCode. but when I run it on ios device its upper half screen has some weird display issue. can somebody help?
reference images
Problem: https://www.gmonks.com/help/1.jpg
Camera setting: https://www.gmonks.com/help/2.png
Issue has been resolved. I have created a completely new project and imported all assets one by one, now project is building properly on IPhone. Although this issue still exist in the old project, creating new project seems the easiest fix to me. Few thing are different from my old project and new project, which are the setting of quality in project setting and Lighting in windows. I think I have messed up some value in there. If anyone wants to take look then please download the project file and if possible can explain why did this happened. anyways thank for your support.

Sprites is not loading in Ad-HOC mode in iOS

I am completely stumped here. Created my game, all working in XCode' simulator and also on my device when directly deployed from XCode.
I Submitted my app and they rejected it and asked me to run in Ad-HOC mode in my device to test since the app was not working.
I can replicate the issue in Ad-HOC mode.
Issue: Once replace scene is invoked, the tile map is not populating
the Sprites from the sprite-sheet created using the TexturePacker
software. The app does not crash, however the Scene is empty with just
the background without any Sprites loaded in it.
Not sure how can this be a code issue since works fine when I install directly from XCode.
Please help, thanks in advance :)
#LearnCocos2D, Thanks, I found out the bug last night. I did not use CC_CONTENT_SCALE_FACTOR() when placing sprites using tilemap co-ordinates. Amazing thing is, it worked in debug mode but did not as soon as I released the binary :)

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