I'm using AVFoundation to set up and display a custom camera interface. I've used a lot of code from Apple's AVCam sample code project. It works mostly but every now and then the camera display 'tears', with parts of the screen displaying a bright purple.
I have no idea why this could be happening. It seems to be completely random (usually happens when I move the camera around though). Has anyone else experienced this?
This is a common issue for iPhone 5 and iOS 7. I have experienced it quite a few times (on multiple iPhone 5 models) even with native Camera.app.
When asking questions that might relate to HW issues you'd better state your device and OS version because it can help us help you.
Try running your code on another device and if that helps I'd suggest you visit nearest Apple Store to claim this problem.
Related
So, I have an application where I am streaming images and need consistent results across all images even when exposed to bright light(NO AUTO ADJUSTMENTS).
For this I used a AVFoundation as follows:
[device setExposureMode:AVCaptureExposureModeLocked];
This works great for any model below iPhone 11.
It seems like the newer camera modules do not react the same to the functions called in AVFoundation as the older ones. In these images the first 2 has the flash on and after the flash is turned off.Here is an example of any iPhone below the 11.
Here is an example of any iPhone 11 and above.
As you can see they do not lock the same way. If anyone has a similar issue please share your experience or comment what you think may help.
Thanks in advance.
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?
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
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
I'm writing a game using sprite kit, first time so mistakes are inevitable :)
So running it in the simulator when certain events happen it's quite laggy (fps drops to 11 or less).
So I decided to see what happens on a real iPhone 5S.
Things run a little better: still lags at those events but not as badly.
However quite a few of my labels are missing: they appear fine in the Simulator but are completely missing in the physical device (just empty space where they should be).
Running ios8 in the simulator (5S) and on the 5S, code written in Swift.
Any hints at what I should look at?
Well, first you should try to isolate the problem. Try and see if the labels are indeed hidden or if they are behind a view. Download a hierarchy viewer such as Reveal App and try and find the UILabels. If they exist in both, the hierarchy viewer and the Simulator but not the physical iOS device, try and upload it to a different device. If it happens on the other device too, something is wrong with your code. We cant help unless we have something to work with. I recommend looking at https://stackoverflow.com/help/mcve to help with writing good questions.