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Reply to Just me, or SpriteKit in GMs terribly broken?
Maybe this will help someone - here are the issues that impacted me the most and their respective bug report numbers:22803714 - Sprite Kit: after parent shuffling, node no longer passes touch events22806689 - Sprite Kit: after changing a node's parent, it reports its parent as nil (probably related to the one above)22819759 - Sprite Kit: textures not loaded from texture atlas (when an .atlas container in the project folder has the same name as some single texture in the asset catalog)22820879 - Sprite Kit: SKEmitter not visible with targetNode set22821166 - Sprite Kit: SKCropNode + SKEmitterNode cause a big performance drop, the emitter is not visible22821479 - Sprite Kit: size getter returns an invalid value for negatively scaled spritesAnd I'd like to encourage everyone to report your issues using the Bug Reporter to get the ball rolling. 😎
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Sep ’15
Reply to What is the best way to scroll to a focused item?
The focus engine should automatically choose a content offset for the scroll view that brings your view on-screen when that view becomes focused. Can you provide some more details about how your buttons and scroll view are set up? Such as, what is the size and the contentSize of your scroll view, how big are your buttons and where are they positioned within the scroll view, etc.
Topic: App & System Services SubTopic: Core OS Tags:
Sep ’15
Mac App Store free version with in-app purchase to unlock
I've seen some apps start using the model where they distribute a free version which will nag you or something else in order to get you to pay for an in-app purchase which unlocks the full version. The developer tool Dash does this and it's the only example I can think of right now.It's always been the App Store policy to not allow non-fully functional versions so I'm curious what the limit is to how much I can annoy the user to purchase before getting rejected.In the demo versions I distrubute on my own site I provide a fully functional version but it opens a splash screen on startup for 20 seconds and every 8 hours after that plus the big one, a purchase button in the menu bar or overlayed on the desktop.Could I do something like this on the App Store now?Thanks.
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Sep ’15
Web app takes long to load with iOS 9 and compression
Hi -We're running a .NET MVC Singe Page Application that combines and compresses all CSS/JS files when deploying. Compressions are done by Microsoft.Ajax.Utilities.Minifier.Combination is done manually by writing one big file.Whenever we reload the page on an iOS 9 device loading takes a long time (about 5-10 seconds) - but then works as expected.When I switch of the combination and compression it takes about half a second to load -as it does on any other browser with compression...CSS file size is ~70kb, JS file size is ~ 220kbIs this a known issue with Safari on iOS 9?Any known workarounds?Cheers,Jay
Topic: Safari & Web SubTopic: General Tags:
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Sep ’15
Reply to 9.0.1 is out. How to check whether SpriteKit fixes are in
Hi Indiedev,I haven't seen any of those yet, because I disabled particles early on in the 9.0 betas, and haven't re-enabled them yet— too many other problems to deal with.What I am seeing is:Textures not appearing, or appearing at the wrong zPosition (sometimes with the error: <CAMetalLayer: 0x157819ce0>: calling -display has no effect.)Physics body collision not always respected (ie: Collision is registered, but not simulated)PKPhysics* instances returned by APIs declaring SKPhysics* types (a big problem when using Swift)Removing a node from parent/graph does not immediately remove its Physics bodies from the scene's physics worldRight now, the absolute killer for me is the failure of collisions simulation. I'm building an adventure game, and the nav mesh is pretty critical to well... everything. If the player can just walk through walls (which they can currently) then the whole game is DOA.Ok... this one was my fault, but not obviously so... In a recent refactor I somehow dropped the dynamic
Topic: Graphics & Games SubTopic: SpriteKit Tags:
Sep ’15
Bluetooth over GKSession or MultipeerConnectivity on iOS 9
GKSession has stopped to work over Bluetooth connections on iOS 9. It still works fine when connecting devices are attached to the same WLAN. When their WLAN connectivity is switched off or they are on different WLANs, however, something goes wrong. The devices still seem to find each other:the client switches to GKPeerStateAvailable and get's the server's name, andthe server's console shows a message 'BTM: connection to service 0x00000800 on device PDA [MAC address] succeeded' with the client's MAC address).However, when the client tries to connect, it immediately (within 100ms) receives a failure callback with error 30505 (Failed while pending outgoing invitation). I observed this behavior whenever at least one of the devices runs iOS 9.0 or iOS 9.0.1.Now I know that GKSession is deprecated and that I will eventually have to bite the bullet and switch to its MultipeerConnectivity successor, MCSession. I did some experiments with MCSession before and know that it is not a big hero on stability, eith
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Sep ’15
image that matches iPhone's pixel dimensions/ppi doesn't render properly in simulator
SOLVED: had to put @3x at the end of the image nameALSO: an image with dimensions of 2208x1242@461.15ppi fits the iPhone6S+'s screen perfectlyHi, I am using XCode v6.4 and I have a question about how images resolution matches iOS device pixel resolution.Supposedly, the iPhone6S+ has internal pixel dimensions set to 2208x1242 pixels @ ~461.15ppi. These dimensions are then down-sampled to fit the actual screen's dimensions, which are 1920x1080 @ 401ppi. In sum:iPhone6S+ = 2208x1242@461.15ppi (internal) -> 1920x1080@401ppi (physical)I assumed therefore that an image, if given the exact same pixel dimensions (1920x1080@401ppi, for example) would fit perfectly inside the iPhone6S+ screen. So, I created an image with the iPhone6S+'s pixel resolution (1920x1080@401ppi), put it into XCode and ran the simulator to see if it did indeed occupy the entire screen perfectly (or nearly perfectly). It turns out that the image was way too big! The image was about 3x larger than the screen!Shouldn't an image that m
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Sep ’15
Reply to A similar, but different (?) mail problem?
I guess the big thing is if we know the root cause? I've run into this before and of course, my mailbox system ended up being a mess because of it with Mail mediculously making duplicates that I can't prevent. So far, none of the things I've seen has fixed the issue, so I don't know if it doesn't like my mail box files? Is it a glitch with Mail/El Capitan? Or is this just typical BS Apple does, because it's definitely happened to be before and I had to import and deal with thei consequences.
Topic: App & System Services SubTopic: Core OS Tags:
Sep ’15
Reply to 24p Video Playback
Am I missing something here? 24p translates to NTSC standard of 23.976 fps. 25 fps in PAL/SECAM...This isn't the same as the accelorated framerates used in some current big budget films which cram40fps or more in The Hobbit trilogy is one such example.Clearly, TidBits answer was directly in response to apps Apps do not have the ability to affect the device output framerate.
Topic: App & System Services SubTopic: Core OS Tags:
Sep ’15
Reply to Could not find a storyboard named 'Main' in bundle NSBundle
It is main storyboard of my application. I try to load manually, and create new in this project, but nothing changes. The error is same with new stroryboards.At now only work in simulators 5s 8.4 and 9.0If i changed some in storyboard(add label, button, etc...) and rebuild app a cant see my changes in application, after clean project new changes are accepded.After clean project Ican test app in device😠Project is big, and move all files to new created project is donkey work!😟Pls, help. PS: in another forum I found people who have this problem too...
Sep ’15