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Question by ScotchBunny · Feb 12, 2015 at 03:53 PM · iostimeplayerprefsipadporting

Error occurring on iOS only?

I am working on a game for iPad, and it acts differently when exported to iOS compared to running it in the editor of PC standalone.

I am dealing with timed events and they occur consistently on PC. The code is written in Java and the programmer have used a lot of PlayerPrefs calls in places where anyone would have used variables. I have already checked for dynamic typing by adding #pragma strict to the scripts in question.

So far these are my hunches and questions:

  • Does the Time class act differenly in any way on iOS from Windows?

  • Does PlayerPrefs act differently or is more prone to errors or data lose?

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avatar image Owen-Reynolds · Feb 12, 2015 at 04:04 PM 0
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All of my odd iOS ti$$anonymous$$g issues have been simply due to the lower(?) framerate. You think you write everything framerate independant, but there's always one thing. And some complex over-time changes (a=lerp(a,b,...)) naturally act differntly with lower frame rates.

avatar image ScotchBunny · Feb 12, 2015 at 04:36 PM 0
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Well, they had at least timed it using Time.DeltaTime, so it is not about framerate.

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Answer by ScotchBunny · Feb 12, 2015 at 04:13 PM

Alright, so I found out that if I do not lift my finger from the touch screen it works consistently, so now I know where to look for the bug.

Thanks anyway.

Addition: This is why you do not call Input.MousePosition in every frame on a touch screen device and not expect it to bite you later.

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