Unity 3D rendering issues on iPad Mini - ipad

So, my team and I are experiencing an interesting issue. We're developing an app for the iPad mini. When I build the app for an iPad 4 or 2, it looks like this:
This is the way it's supposed to look. However, when my client receives the build on testflight on his iPad mini 4 (or even when he builds it himself from xCode), he sees the pictures below, and the app is extremely laggy and broken. The AR Camera we're using (Vuforia is in the project, but these issues persist even when all AR stuff is disabled) won't work. It looks like it could be some kind of rendering problem, but why it would happen on his iPad, and not any of mine, completely mystifies me. Can anyone explain this?
The specs for my friend's iPad are as such (he lives thousands of miles away, and there's no chance I can inspect the iPad personally).

Related

SpriteKit game deployed from TestFlight may not display correct on iPhones

I’m having an issue with games I’ve been developing for iOS using SpriteKit
The issue deals with when the games are deployed through TestFlight and installed on iPhone devices.
On some phones the games will not display correctly. They will appear zoomed in from the center and be clipped at the edges.
Here is a screen shot (taken from an iPhone 6) of what one of the games is supposed to look like:

Here is what the game can look like when it is clipped (screen shot taken from an iPhone X):

I have three iPhone devices I’ve been using for testing:
iPhone 5 running iOS 10.3.3
iPhone 6 running iOS 11.2.1
iPhone 8 running iOS 11.2.1
On all three of these devices the game displays correctly whether I install the game through TestFlight or deploy directly from Xcode.
I also have a tester who has an iPhone 7 Plus running iOS 11, and games installed from TestFlight on his device display correctly as well.
And, of course, the games display fine in all versions of the IOS simulator I’ve used for testing and debugging,
At one point I was able to have temporary access to an iPhone 6s that was having the problem. I could not find any change I could make in SpriteKit that would allow the game to display correctly. Furthermore the View Debugging feature of Xcode indicated everything was fully visible on the screen when it was clearly clipped on the device.
Also, for another user, I was able to get the game to display correctly by having them perform a factory reset of the phone in reinstalling a backup
All of this seems to indicate the problem does not lie with the code for the games, and is rather some physical problem with the phones themselves.
It is also very confusing, and I’m unclear about the cause and how to fix it.
At any rate, this does not appear to be a problem I can solve from my end of things, and I feel that I may need to reach out to Apple for help, only I’m unsure of the best way to go about this.
I don’t know if I could try logging a bug report, as I do not have clear steps on how to reproduce the problem.
I’m wondering if there is anyone I can contact through my developer account that I have that could help to troubleshoot this issue.
What suggestions do people have for dealing with this problem?

How to debug multiple scenes loading at the same time in unity?

We have a really weird bug in out game where when we upload it into Beta and send it out through test flight, so phones play the game as intended and other phones have a weird issue pictured below:
From the image you can see the problem. One it does a ghosting type of thing with the characters as they move. Two, it acts like no scene is actually closing, but keeps stacking them on top of each other.
This problem does not occur on iPhone 6s or iPad Pro. It also doesn't occur on Android. We have only seen it on 5S and iPads.
We have looked at versions and that doesn't seem to be an issue either. We are using Unity 5.3 for this build (we reverted to this build as we felt it was the most stable, just to make sure that wasn;t an issue)
Anyone have an idea of what could be causing this problem?
Keep in mind that the things that are being seen are in different scenes.
in your camera settings you probably set clear flags to Dont clear set it to Depth only

iPad doesn't go past the launchscreen

I'm fairly new to Objective-C and my application recently got rejected from the app store due to the app not working on the iPad (even though I set it to iPhone only but apparently the rules have changed so now you have to support both?). My app works completely fine on the iPhone but when it comes to the iPad, it gets stuck on the launchscreen, I feel like this may be something really obvious, has anyone come across this?

Can the iPad3 emulate the iPad2 for app testing?

I have to develop an iPad app and I don't actually own an iPad, so I'm buying one now, ideally the iPad3 since it's the latest and greatest. But probably many of the potential users of the app will be using their old iPad2 for a while. And since the iPad3 is so much better than the iPad2 (double the resolution, for one thing), I'm concerned that if I test on the iPad3, I won't get any sense of what the app will be like on the iPad2.
So the question is: is it possible to do things like set the resolution to non-retina display settings and, in general, to make the iPad3 behave like the iPad2 for app testing purposes?
Except of the resolution I don't see major difference between the iPad 2 and 3.
And the simulator can cover the resolution differences . As for the processor and speed etc' unless your app is a "memory monster" I don't see a big problem.
BTW you can always use services like Test Flight to get to users with other devices and run a beta.
It is not possible to lower the resolution of your iPad 3 to that of an iPad 2 however performance wise it should work about the same or better on an iPad 2 in most cases since the extra iPad 3 horsepower is spent on the extra pixels.
Also I wouldn't worry about it too much. The iPad 3 has already sold more units than the iPad 2 in the short duration its been on the market. I think with a physical iPad 3 and the iOS simulator you should be able to reasonably ensure your app will be fine.
It would be nice if everything was the same between them, but we definitely have issues with our web application between ipad2 and ipad3. We had one work around that we had put in to get the ipad2 to work that later caused problems with the ipad3 came out. Hopefully, things are better with app development rather than web applications.

What should I grab as a development platform, an iPod or an iPad?

I've recently gotten into the world of contract programming, and two of my clients have indicated that they'd like to do something 'trendy', like ipod touch/iphone/ipad development. I have a mac laptop (first gen macbook pro) that I'll have to upgrade to snow leopard to do the development for any of them, from what I've read. So that's already a bit of a commitment, given all the stuff I have on that laptop I'll have to make sure is recoverable from backup.
My budget is limited, but I think I need to learn this skill. Which device should I get to learn this kind of development, an iPod touch or an iPad? I don't have the money for an iPhone.
I think that the iPhone/iPad SDK has an emulator mode, but I like to have the device I'm going to roll out on available to make sure that everything works as I'd expect, ie, what's easily readable on a laptop screen is still readable on the touch, etc.
iPad - since you can simulate the others on your mac and the iPad.
Right now, there's way over a hundred thousand apps for the iPhone and iPod Touch, so I'd suggest developing for the iPad. There's a lot fewer apps to distinguish yourself from.
You can use iPhone apps on an iPad, but I wouldn't recommend pushing them out without testing them on a real iPod Touch or iPhone. The feel will be much different. For example, I type on my iPhone one-handed while holding the phone in one hand, but the Ars Technica review of the iPad says this isn't really feasible on the iPad.
I'd get the iPad. I've been using an iPhone and now an iPad for dev work, and the iPad will run iPhone only apps at the iPhone screen size. Unless you need a camera its the best choice in being able to run apps developed for any iPhone OS device. You just should remember that app performance on an iPad will be much better then on a iPhone/iPod touch. Since it's contract work I assume its more along the lines of utilities, or basically their site as an app. So 100% performance testing isn't as crucial as a 3D game.
Ideally, you would always test apps on the actual target device. So, if you want to build iPad apps, you get iPad. If you want to build iPhone apps, you get iPhone or iPod Touch. iPad will run iPhone apps, but you will not be able to test for performance neither in simulator nor in iPad. Performance is always a concern on iPhone-class devices. Plus you cannot really evaluate the full iPhone user experience on iPad, because the physical form factor and screen resolution/pixel density and many other details are different.

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