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7

As you have found out, the W3C Vibration API is not supported in the iOS Safari browser (as reported here: https://caniuse.com/#feat=vibration). However, you've pointed out that you plan to package your app for the iOS App Store. To do this, you'll need to package your "web game" into an appropriate native container for installation on the phone. You could ...


5

It is highly not recommended to make an iPad game without a device. The simulator is decent, but some things cannot be tested properly on it. For example, In App Purchases cannot be tested without a device. And believe me, you want to test those things. You also won't get much of an idea of its performance on the simulator since it may run much faster or ...


4

I am experiencing the same issue - after updating my iOS apps, there is a period (a few days) when a lot of App Units get reported from China. In fact more App Units then Impressions / Installations / Sessions. And I have Google Analytics (Firebase) installed as well, where I don't see any increased activity. I've read online that this might be due to click-...


3

Unity Remote exists for this purpose. Quoting their description: Unity Remote is an application that allows you to use your target device as a remote control for your project in Unity editor. This is useful during development since it is much quicker to test your project in the editor with remote control than to build and deploy it to the device ...


3

As far as I know all those devices are able to show up to 60 fps, however, for mobile development you should think differently: You've tagged your question with 'directx', but this won't work. iOS as well as Android both support OpenGL ES only, which is a more lightweight version of the desktop OpenGL. The more frames you display, the more work the GPU has ...


2

Input.justTouched() returns true if an event has occurred between the current frame and the previous. That means it's as accurate (or indeed as in-accurate) as the frame rate. Two separate calls to justTouched made during one render call on the ApplicationListener will always return the same value.


2

Okay, I'm assuming you've got general issues with game logic and how to implement it properly (i.e. it not working as expected). If that isn't the case, let me know and I'll remove this again. While I can't help you with the actual code implementation, from what I got from your code you might have chosen an implementation strategy, that makes it slightly ...


2

in videogames most of the time you have to look for some math models for events or interactions you see. pinch: only 2 active touch on the screen with distance more than a threshold if their distance is less than a threshold in any amount of time, a pinch has happened. there are lots of plugins for gesture detection in asset store. just look them or ...


1

There are a number of problems caused by placing UI elements outside the safe area. Note that many of these are not unique to iPhone X, and would also apply to CRTs, projectors, or smart watch screens for which a safe area is defined. Touch handling (input) problems: The user may initiate a swipe gesture accidentally while intending to tap your button. ...


1

Even without taking the X into account you had to support 3 screen ratios for iOS: 3:4 for iPads 2:3 for older iPhones 9:16 for newer iPhones So presumably you already take that into account in the display of the game? Or maybe you let Unity place bands? In any case, the way to do it is to specify an area that will fit inside all the target devices then ...


1

I have been experiencing something similar for my app too. However after having done some research, I think I understand this situation enough for this to not be a concern to me right now. Again this is purely based on my understanding of the situation. iTunesConnect App Analytics is "OPT-IN": So the users have to agree to sending data to Apple for these ...


1

Well I finally got it done and learned a few things in the process but teaching you how to use a bunch of Blender features is beyond the scope of this question so I'll just give you the results. First, here is the .zip archive that contains all 405 animation components in the form of .png with alpha transparency. I removed the purple color-key since all ...


1

Yes, it is possible, and it has been done before many times. What you want are called Billboards, they are simple planes that are transformed to always look at the camera. There is an implementation of it on GLSL Programming Wikibook. You would want emitters which emits particles (which are billboards), there is no need for moving anything to the GPU, ...


1

All I can offer is a workaround. Use Object.DontDestroyOnLoad to make the object persistent. Pause the video, and after detecting which screen I am in, if it is the main menu: if (SceneManager.GetActiveScene().buildIndex == 0) //main menu { GetComponent(MeshRenderer).enabled = false; //hide the video. } if (SceneManager.GetActiveScene().buildIndex == 1) ...


1

I would say there is no such standard, because there are no WiFi game controllers. All the wireless game controllers I checked use either Bluetooth or some proprietary wireless data transmission. This makes sense as WiFi typically uses more power than Bluetooth and is harder to set up. A wireless network might not even be available on location. That ...


1

You can use the new TouchInputModule on iOS and other mobile devices. You just need a collider on the object you want to touch or hover, EventSystem AND TouchInputModule in the scene, and then it basically works this way: public class TouchInputExample : MonoBehaviour, IPointerDownHandler, IPointerEnterHandler, IPointerExitHandler { public void ...


1

What you can do from the OnDrag implementation of the button is this. public void OnDrag(PointerEventData eventData) { if(scroll)// scroll is the GameObject with the ScrollRect component you will have to ckeck for the different drags here. { scroll.SendMessage("OnDrag", eventData);//This passes the drag message that started ...


1

The easiest solution would be to create the graphics at the size of the highest resolution, but older iPhones have little memory so this solution would only work (smoothly) on the newer models. Instead you should target 2 resolutions. 1920 x 1080 for the iPhone 6(+) and 1136 x 640 for the 5(S). In this way you will only have to downscale for the iPhone 6. ...


1

Just slow it down or speed it up with a force proportional to the error. If your intentions were to hit a certain position for your object, you would actually need something more advanced like a Proportional Integral Differential Controller. But if you merely aim for a certain velocity, not a certain position, then its quite easy by setting a force each ...


1

You can check the velocity in your update function and set it to some max value if the calculated value will be greater than that max. This way you still use force and allow it to stop when it collides with another object, but it will never be able to go faster than the maximum velocity you set.


1

By "endless levels" do you mean that there is no limit to the number of waves i.e. the waves keep coming until game-over? If so then you need to develop an algorithm that takes the wave number as an input and returns an set of enemies suitable for that wave. The most trivial of these would be to take the wave number and return a number of enemies or as ...


1

Build your own level editor - it's the conclusion I came to after having developed several games. A simple editor would involve creating some simple buttons (the items in the levels) and some simple logic for positioning, rotating and scaling them on stage. After you have all the items in a level just push their details (position, type, etc) to an/or several ...


1

Basic sprite animation is really simple: int frame_to_play = (game_tick * target_fps / tick_rate) % number_of_frames; The result will tell you which frame (the frame_to_play-th) to show. game_tick would be some kind of frame counter that just counts up (has to tick at least as fast as your animation is meant to be played). target_fps is the framerate at ...


1

This is a fascinating and insightful presentation on gaming development where he discusses the pros and cons of working in groups of developers for years at a time as opposed to working on games independently a few days at a time and pretty much everything in between. How the process works and how few or many required is discussed as well.


1

I'm not sure about international public domain, but there are ways you can circumvent this problem entirely. Certain things, like for instance most fairytales are completely public domain. Another route you may consider are the ancient mythologies. This would be the way I would go. Zeus, Thor, Hades et al are all free to use without restriction. EDIT: As ...


1

Take a good look at the Hammer framework, it's great: http://eightmedia.github.io/hammer.js/ Here's a good an on-screen controller framework that looks pretty good too: https://github.com/austinhallock/html5-virtual-game-controller


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