i started developing an hybrid app using phone gap and jquery. while the
android app is working quite fine, except some performance and usability issues according
effects - like page transitions-, i tried to "port" this app to an iPod touch running iOS 4.3!
calling the camera, the photo library or accessing the filesystem stopped working, and actually i experienced that even the listener for checking if the device got ready stopped working.
well what happened? actually the hooks in the window-object for accessing the filesystem or other features are not available on iOS.
.... ???
thanks in advance
Make sure you are linking to the correct phonegap.js file. Although they are all titled the same, each OS has a different version. Go into the unzipped directory you downloaded from phonegap's site and make sure you're using the iOS version of phonegap.js.
If you upgraded your version of PhoneGap and are still using a project that was made before you upgraded, then you should create a new PhoneGap project in Xcode and put your www folder in the new project. This worked for me.
Related
This is a high-level question so some general guidance will be helpful here.
I am developing an app using react native and firebase. I have a web version, and am developing a react native app and testing it using iOS simulator.
From yesterday, iOS simulator won't show any image for my app, while the images all show up properly on my web/mobile web versions.
Any potential reasons why this might be happening? New to app development and am very confused, especially because until yesterday all the images were loaded on iOS simulator as well without any problem.
Any idea? Thanks!
is the simulator iOS 14 and your RN version is below 63? if yes this is a known issue you can use a patch package in RN issues in GitHub that fixes this or use react-native-fast-image. I personally use fastImage because it has a lot of benefits.
On all apps that I can find that use Cardboard in iOS 14 (iPhone), the VR view is insanely bugged. The camera swings wildly all over the place.
Here is a video example: https://www.reddit.com/r/youtube/comments/i1nbs0/ios_14_vr_error/
The official Google Cardboard app-store application is broken as soon as you start it. It is also broken on the app I develop for which uses GVR and Unity.
Weirdly, it will temporarily function as expected if you restart your iPhone. The time it takes to break is seemingly random - sometimes it will be broken right away, and sometimes it will work for hours before breaking.
We have tested this on two iPhone 8+, and an iPhone 11.
Things I have tried:
Updating to beta iOS14.2 does not fix the issue.
Rebuilding in Xcode 12.2 Beta does not fix the issue
No errors or warning appear in my local build for our GVR project.
Turns out GVR is now obsolete for IOS14 (unless someone makes a fix for it.. doubt it). Have to upgrade to Cardboard SDK.
https://github.com/googlevr/cardboard/issues/118
I've answered this question on the Official Goggle Cardboard repository, but here's a quick recap for who got here first:
This is a iOS 14 incompatibility with the (now obsolete) Google Cardboard Plugin for Unity. I don't know for sure if there's a workaround to continue using this plugin, but I've tested the new plugin on both iPhone XR and SE and it works exactly as expected.
I've even loaded my app and the test app side by side, having the first one with a completely bugged view as described on the post and the test app, with the new plugin, working normally.
Finally, in order to continue using Cardboard VR with Unity on iOS 14, you should:
Upgrade to Unity 2019.3.15f1 or later
Integrate the new Google Cardboard XR Plugin
The new Cardboard XR plugin fixes this iOS 14 issue however, it was still somewhat buggy for me. My solution to this was to update my app with the Mobfish Google Cardboard package. I highly recommend it. It works with Metal/OpenGLES2/OpenGLES3 and default renderer/URP/HDRP. It also works with unity 2018 and up so no XR subsystem is needed. I published an update to my app using this plugin and it fixed the issue that arose from iOS 14.
Alright so look. I'm using an I7 updated to the most recent version of IOS14 AND Unity 2020.1.9f and xcode12, I've integrated the project EXACTLY how the https://github.com/googlevr/cardboard-xr-plugin shows it to be more specific here's the actual step by step page I followed and the ONLY way it has worked for me so far(does work outside of the test scene too just reverse engineer what's in the test scene or create a prefab of the player and drag and drop into your original scene then delete the old sample scene out of your build scenes)https://developers.google.com/cardboard/develop/unity/quickstart
obviously make sure you follow the steps for your phone, but make sure you follow every step exactly how it's done.
I WOULD NOT RECOMMEND DOWNGRADING PAST 2019.4.11f
Anything past 2019.4.11f has a bunch of depreciated scripts that will either cause issues in build or in xcode, also the new unity is set up to allow people to easily ask for permissions now needed with iOS' new privacy policy and security. For example if you build a successful VR project in an older version of Unity you MAY be giving up other cool features like voice command and etc...
FYI:
I was able to make it work without the need of compiling anything.
(I use a DESTEK V5 headset with an iPhone 11 running iOS 14.5 beta)
How I solved it:
I just updated to 14.5 beta, but also
I installed "Player360" from Mobfish.
After a restart, it works perfectly.
VR cardboard view 1
VR cardboard view 2
Please the experts explain what might be the trick happening here:
I don't know if it was the update to 14.5 beta and/or installing the app from Mobfish. (I thought if I installed an app with the Unity plugin update for iOS 14.X embedded, I might be forcing iOS to use the Unity VR version what was on its RAM).
CAVEATS: the issue comes back under the following conditions:
After switching from one VR app to another
After using the VR app for a long period (I use Holofit for indoor rowing)
Solution: Restart iOS
UPDATED
I've recently upgraded my RN version using rn-diff-purge, and immediately I'm hitting error. And eventually fixed it using this solution.
Now it works best in both Debug and Release for both iOS and Android. However, I noticed there is a new massive folder being created under ios. Specifically ios/Index.
Now I'm wondering if this is belongs to Xcode and can be safely add to .gitignore?
I am using Phonegap Build (cli-5.2.0) to build my Android / iOS app that i install on my tablets (iOS 9).
I have some problems to store some data in the database, not all.
On Android, the app is working fine.
When instead of the plugin io.litehelpers.cordova.sqlite (0.7.7 npm) i use the native sqlite database of the tablet, the iOS app is also working fine.
So the problem come from the plugin somewhere :)
Is somebody see something wrong in the PhonegapBuild log below?
http://pastebin.com/JfE9RSJd
Thanks
Guillaume.
My problem was due to a code inside the executeSQL callback, so the transaction failled.
I created a Cordova app using the 4.3.0 version and the project for an iOS project.
Whenever I open the index.html (www folder) file in a desktop browser, it gets stuck in an infinite loop requesting gap://ready.
Why is this happening? How can I solve it?
Thanks a lot.
EDIT AND UPDATE:
The iOS app was not working because there was a plugin missing: https://github.com/apache/cordova-plugin-network-information/blob/master/doc/index.md
I added it, then build the project again, and it worked.
You can't test an iOS project on a regular browser, if you want to test on a browser, add browser platform
cordova platform add browser
then
cordova run browser
Don't do this way. Make your site in normal way using XAMPP/WAMP. Copy all the same code and folders. Then Check it. Whatever you make change in XAMPP Site, update it in PhoneGap. It is easier this way.
Both answers wrong. The most correct way is run in your phone simulator or actual device.
For android
cordova emulate android
For ios you need a Mac machine and Xcode.