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Animation slowdown when building to M1 Mac
I have a simple app that lets a user navigate a maze. A token is moved around the maze in response to input by accelerometer, digital joystick, taps, or keyboard entry, depending upon settings and device capabilities. The view to the maze may be zoomed, in which case the maze pans to center the token. The main animations are to move the token, and to recenter the maze. An additional animation occurs if the token encounters certain prizes along the way. When that happens, the prize award is displayed over the token and then animated toward the center of the board. Randomly and rarely, the animation changes to be very slow, when running a build to the Mac. Unlike the iOS simulators, I know of no way to toggle the animation speed when building to the Mac. Is there a way to toggle this? Am I somehow toggling it accidentally? When I do a test run on the Mac, I'm almost always using keyboard input, which is the arrow keys. Unlike the iOS simulators, where halting and restarting after the animation has been slowed results in continued slow animations, if I halt the Mac build after the animation slows down and start again, it animates at normal speed.
4
0
1.6k
Dec ’21
Universal App Not Resizable as Expected
I have an app that started out as an iPhone/iPad app and I added support for Mac. According to videos and documentation I've read online, one of the things you get for free is the ability to resize screens. It does, in fact, work that way when I build to MacOS from Xcode. However, when I upload the build to Testflight and run that version of the app, installed by Testflight, it doesn't resize. I should qualify that. I can drag a corner to switch it between portrait and landscape, but the size remains the same. I'm not sure what to look for, especially since resizing works when I build from Xcode. Any suggestions? I'm using SideMenu as the navigation controller for the app. The main view controller that instantiates Side Menu adds four view controllers as children. One of those is a portrait-only view controller. Since it works as expected when I build from Xcode, anything I try will have to be archived and uploaded to Testflight. So any suggestions of likely things to try would be greatly appreciated. I am NOT doing anything with windowScene size restrictions.
1
0
972
Nov ’21
Keyboard input no longer recognized in iPad Simulator
I've been working on an app where I had code to recognize keystrokes using override func pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?) Unless my memory is faulty, this was working in an iPad Pro 12.9" simulator but is not anymore. It does still work in the iPhone simulators I have tried. It also works if the build is targeted to my M1 Max Macbook, when that doesn't crash (Xcode crashing - not my app crashing). I reset the iPad simulator and also rebooted the computer, but the above-referenced method is not being called for iPad simulators. I'm on the shipped version of MacOS 12.0 and Xcode 13.1
0
1
596
Nov ’21
Simulator Backgrounding App when 5 key pressed
This is a bit annoying when testing numeric data. Sometimes (maybe always the first time, but I'm not sure - it always catches me by surprise) the simulator backgrounds the app when I press the 5 key. If I foreground the app and press the 5 again, everything proceeds normally. Any idea what could cause this?
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391
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Mar ’23
Animation slowdown when building to M1 Mac
I have a simple app that lets a user navigate a maze. A token is moved around the maze in response to input by accelerometer, digital joystick, taps, or keyboard entry, depending upon settings and device capabilities. The view to the maze may be zoomed, in which case the maze pans to center the token. The main animations are to move the token, and to recenter the maze. An additional animation occurs if the token encounters certain prizes along the way. When that happens, the prize award is displayed over the token and then animated toward the center of the board. Randomly and rarely, the animation changes to be very slow, when running a build to the Mac. Unlike the iOS simulators, I know of no way to toggle the animation speed when building to the Mac. Is there a way to toggle this? Am I somehow toggling it accidentally? When I do a test run on the Mac, I'm almost always using keyboard input, which is the arrow keys. Unlike the iOS simulators, where halting and restarting after the animation has been slowed results in continued slow animations, if I halt the Mac build after the animation slows down and start again, it animates at normal speed.
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4
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0
Views
1.6k
Activity
Dec ’21
Universal App Not Resizable as Expected
I have an app that started out as an iPhone/iPad app and I added support for Mac. According to videos and documentation I've read online, one of the things you get for free is the ability to resize screens. It does, in fact, work that way when I build to MacOS from Xcode. However, when I upload the build to Testflight and run that version of the app, installed by Testflight, it doesn't resize. I should qualify that. I can drag a corner to switch it between portrait and landscape, but the size remains the same. I'm not sure what to look for, especially since resizing works when I build from Xcode. Any suggestions? I'm using SideMenu as the navigation controller for the app. The main view controller that instantiates Side Menu adds four view controllers as children. One of those is a portrait-only view controller. Since it works as expected when I build from Xcode, anything I try will have to be archived and uploaded to Testflight. So any suggestions of likely things to try would be greatly appreciated. I am NOT doing anything with windowScene size restrictions.
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1
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0
Views
972
Activity
Nov ’21
Keyboard input no longer recognized in iPad Simulator
I've been working on an app where I had code to recognize keystrokes using override func pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?) Unless my memory is faulty, this was working in an iPad Pro 12.9" simulator but is not anymore. It does still work in the iPhone simulators I have tried. It also works if the build is targeted to my M1 Max Macbook, when that doesn't crash (Xcode crashing - not my app crashing). I reset the iPad simulator and also rebooted the computer, but the above-referenced method is not being called for iPad simulators. I'm on the shipped version of MacOS 12.0 and Xcode 13.1
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0
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1
Views
596
Activity
Nov ’21