How to add continuous movement to iPad app - ios

I'm writing a 3d car designer ipad app and I want to add a little "life" to it. I want it to be similar to what "3D Car Builder" iPad app does, in that from the moment the app starts, there's just the slightest amount of "movement" in the scene. Even if the iPad is sitting on the table, there's movement going on.
I'm testing on a 1st gen iPad, so whatever they've implemented, works on my device. I have (iOS 5 installed). I've looked up several things, thinking this was developed with the accelerometer, or possibly magnetometer, core motion of some sort...I can't figure out where to start. It might something as simple as moving the 3D scene in the x direction for a small amount, then y-direction, the negative x, then negative y. I dunno, it's something simple.
Anyone know how I/they might have implemented this?

Okay, nevermind...I figured this one out. Worked great using CCActionInterval

Related

ARKit little jumps during track

I've been using ARkit and I'm loving it, but I noticed that during load tracking can gut a little jumpy (suddenly objects jump from their position a little bit off, like 1-3 cms). I've been wondering if there's a way to smooth out these jumps so it wouldn't be so distracting. Here is a short video demonstrating it.
https://youtu.be/wmMBjlLyK7w
I have been using ARKit and am also loving it I have been experiencing these issues as well and I have my theories but I am positive it is an issue with the hardware (comment which device you are using and I might be able to give a better estimate)
I believe it is the cameras on our devices and if that is the case then I would not worry about it too much because that would mean a behind the scenes problem we cant change or alter
If I'm not mistaken I remember Apple saying something about this in one of their developer classes earlier in this months keynote as I said before I wouldn't worry about it because older devices will have a harder time with the tracking because of the poorer cameras

iOS games with random frame drops (including my game)

I'm almost finishing my iOS game written in Swift + SpriteKit.
It's a quite simple game, 30-32 nodes at max. Only 1 thing has physics. The rest is a few animated clouds (around 6). The CPU usage is around 2-3% and max RAM usage of 75-80MB.
Including that I also get frame drops when changing from one scene to another. Why that could be?
(I'm pre-loading all the textures and sounds during game init, and not on the scenes)
When I use the simulator for 5S up to 6S Plus, I don't see any frame drop in there. So that's weird. Looks like it's not my game but my iPhone 6S?
Now, I do also have other games installed on the same device from different developers, and I frequently get random frame drops too. Lags for 2-3 seconds and then comes back to 60fps.
Does anyone know if this is something that's happening after an X iOS update ? or I was even thinking this my be some kind of background service running that's killing my phone. Call it facebook, whatsapp, messenger, etc.
Is there any way I could possibly check on what's going on?
Was this caused by the way that newer versions of SpriteKit are defaulting to Metal render mode as compared to OpenGL mode? For example, do your problems go away when PrefersOpenGL=YES is added to Info.plist? I covered a bit of this performance issue in my blog post about a SpriteKit repeat shader. Note that you should only be testing on an actual iOS device, not the simulator.

Unity 2D side scrolling game stutter/jerk/lag issue when run on iOS devices

I just want to say thanks in advance for anyone you can provide some help on this we're completely stuck at the moment.
Project Scenario : -> 2D side scrolling game with simple 2d sprites -> Camera is orthographic and stays in its place (camera doesn't move) -> My Character (A camel) is also static and does not move. -> The sprites (Platforms) move from right to left (movement done by script) -> Project Video is uploaded here (running on iphone5). It clearly shows the small hiccups and jerks.
Issue : The game works very smoothly on Android devices and Unity Editor (no spikes on the Unity profiler as well) But, when i run it on iOS devices (iphone5, iphon5s) the motion of my sprites is jerky. Like it will move smoothly for like 1 second and then a small hiccup/jerk of a split second occurs. This results in lag and lagging motion of the game which is very annoying as i am unable to get the right quality for iOS.
Things i have tried : -> I have studied many possible solutions on various threads and forums but none issue seems to be working for me :-( -> I have tried different scripting techniques like use Lerp function for movement, tried putting the code in LateUpdate and also FixedUpdate. -> I also turned off vSync in project Quality settings but no luck :-( -> I also tried the movement without the script by making an animation of the sprites to move from right to left. -> I tried making the project from the latest Unity 5.1 as well but still the same lag :-( -> I tried reducing the sprite sizes to very low (low quality pixels) but still issue prevailed. -> I also tried to change the camera to perspective view to see if it reduces the jerk or not
I am sure lots of other people around must have faced this issue while making a 2D game of such sort. I hope someone must have overcome the issue and can please help me with this. This has been an issue with me for long now ...
I would really appreciate any help ... any new technique in unity or any better optimised logic of making such a 2D game in Unity. Thanks.
Looking forward to everyones input.
YOUTUBE LINK TO VIDEO FOR REFERENCE - https://www.youtube.com/watch?v=cnST1QzoDw4

XNA game on Xbox screen dimming

I have a made a game for the Xbox 360 using XNA and whilst testing the game the screen seems to dim every 30 seconds. The way it dims is as if I have been away from the Xbox for a while. If I press the Xbox guide it goes back to normal. I've tried googling this issue and i've found a few people who have had the same problem but I couldn't seem to find any replies on those posts. If anyone knows what the issue is and how I could fix it it would be of great help as this is the last kink i'm trying to resolve with my game.
Just to convert my comment into an answer:
Many modern TVs and some monitors have a "dynamic contrast" feature where, if the displayed image is predominantly black, the intensity of the backlight will be reduced.
(Often it's really annoying, just making high-contrast black-background scenes go dark for no reason.)
The backlight can also be turned down as a power-saving feature, kind of like a screen-saver.
You could test on a monitor without this feature, disable this feature in your TV settings, or use a scene that isn't so dark.

Hourglass for iPhone

I'm trying to exploring iOS application right now. I got a simple idea, which is to create an hourglass application. I did found some apps on the App Store, but the animation is not quite satisfying. Lets say, if I want to create a smooth animation of the sand falling down, the gravity, is there any advice on where should I start? I am thinking to use OpenGL ES for the animation. not sure if this is a good idea, since I do not know how to keep the sand in the hourglass, and each grain falls perfectly fine. is there any algorithm that I should look into?

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