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Question by Kiloblargh · Jun 24, 2012 at 02:57 PM · lagswipetouchphase

When iOS framerate lags, are TouchPhase.Begans getting lost?

I think they are. This is not good because I'm detecting 'swipes' for movements, and it is only in TouchPhase.Began that starts a swipe. I though every touch would have one frame in which its phase was "began".

But it seems like what happens is if it drops a couple of frames where the touch should have began, it goes straight from touch count 0 to the first recorded state being "Moved", as a result the swipe doesn't count, so the turn doesn't happen, so the player runs into something and dies- again- and says "omg this game sucks" and rates it one star and deletes it.

Can someone confirm that this is what's going on, and is there a better way to check for swipes that will always work?

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Answer by whydoidoit · Jun 25, 2012 at 09:21 PM

Yeah I think you are right. I have a manager object that sends a began event if the phase is Began or I have a Move or a Stationary for a finger I have never seen before. Similarly I also do the same for Cancel if I am missing the fingerId and my last state was active.

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avatar image Kiloblargh · Jun 26, 2012 at 04:24 PM 1
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It doesn't fully solve my problem but I've done some more reading and there are several people with similar solutions. But I'm writing up a bug report for this and I think everyone else who's had to code a workaround for the built in touch manager's sketchy performance should too. It should already be doing that, invisibly to the user.

avatar image whydoidoit · Jun 26, 2012 at 04:34 PM 0
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Done already :)

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