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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?
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.
Well, they had at least timed it using Time.DeltaTime, so it is not about framerate.
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.