Basically I want to have a window/UIView in my iPad App that allows you to record while doing other things at the same time.
Hence I decided to create a UIView, created a UIViewController Class/NIB Files for iPhone, and attempted to call the uiimagepicker in there, hoping the iPhone version will be called.
However, the iPad version gets called and the whole screen is filled with the video picker.
Is there any way I can multi-task video recording and display something else in my screen?
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I'm having a weird situation here, my simulator and my device show a black screen running the app. However, I do know that the storyboard is imported because the background music I added for the view controller is working, why is my view controller display not loading? It won't work for ANY view controller if I add one in the Storyboard file. Help?
Just made a new project copying everything to it and it works.
The app has portrait as default orientation within Unity3D. Using the app, nothing goes wrong and rotating the device does not affect the GUI and others.
Using native sharing we first get the sharing window with the "More..." button.
If the user presses the "More..." button while holding the device as horizontally, the new window shows as landscape and the whole app rotates behind. Doing the invert process totally screws the app. We are using Vuforia and the camera feed goes upside down before turning black.
The "More..." button seem to call for a new activity that seem to ask for the current rotation and (for some unknown reasons) also would send a message to the app about the new rotation.
Can I prevent that?
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.
I have a project with a UITabBarViewController and a UISplitViewController as its first tab. The master UITableViewController can display a thumbnail if there is one but it's supposed to be set up so that it won't ask permission on this screen. The third tab is a photos screen that does ask permission as expected and allows the user to establish thumbnails for the first tab.
The app will never ask for photo permission on first launch when displaying the split view regardless of whether it is portrait or landscape and if it is not rotated, the photo tab will ask permission as expected. However, if the initial split view is rotated, iOS will ask for photo permission during rotation.
I don't have any code dealing with rotation and all other rotation and navigation that I have found behaves as expected. I am using Swift, Xcode 6.1 and iOS 8.1 both in the simulator and on a device.
When rotating, the app was calling viewDidLoad in the Photo tab. I moved the code that triggered the permission alert from viewDidLoad to viewWillAppear and solved the problem.
I have using a plugin to show an UIImagepickercontroller as a subview in my iphone/ipod app. In iPad i get an error that says i should use a popover instead. I'm using my own custom plugin in unity.
The popover works...but the size is too small, i would like to have a consistant experience and show the picker at full screen in the iphone as well.
It's possible to show the UIImagepicker at full screen in the iPad ?, or at least to force a bigger size for the popover ?.
I don't think it is, and if you manage to hack it, I don't think it increases your chances of getting app store approval.
You can build your own custom interface to access photos. Have a look at ALAssetsLibrary.