@Fernando here's a mfa/apk that should contain the bugs I was talking about on Android runtime... And here's the list of problems:
-Samples (specially wave) may play all distorted on some devices (I guess older ones) the first time it plays.
-Loop Samples may cut off or get a weird distortion for a sec randomly (I'm not sure what causes it, but I've seen it happen)
-Test Position will not consider "Fit inside and adjust window size", meaning objects will get destroyed if it gets to the extra area.
-All Frame expressions to get X/Y coordinate of visible edges also will not consider "Fit inside and adjust window size", meaning these cannot be used to make responsible interfaces the way it is.
Here's the mfa/apk, I suggest testing in more than one device, specially a older one.
Fortunately it seems like the problem I was having a while ago with my SMW camera remake seems to work properly on Android now, but I'll have to do some more testing.
Another one for Windows: having a button then switching to a frame with more buttons (in checkbox mode for example) with Transparent enabled will not only show a black rectangle in its place but will also show the button for the previous frame within it.
If yes, then I then Remove line #org.gradle.jvmargs=-Xmx1536m (near the bottom) by removing the # char.
Problem not resolve.
Same problem in steam version.
Steam verson install in E
When using build 293.1, app (application.aab) build.
how big is this application, seems more than 400 MB, you might try using 1916m instead of 1536m
this line allow you to reserve memory for the building process, but you have to have at least 4 GB of memory in your PC.
you shoudl try 293.6 in beta
The "Display as a Sprite" option of the subapp object won't work. It's could be nice to be able to add subapp on frame preserving alpha and that can be placed rear of some other objects.
Right, so a friend and me tested the 'bugs' I told about Android, also in iOS.
So the samples are all messed up on iOS (not only on the first time it plays, wave sounds, depends on the file tho), checkboxes didn't showed any text (but I guess it was because of the size of it), the expressions for screen edges behaves the same, so I guess it was supposed to work like this.
But, on Windows runtime if you manually resize it adjusting window size, the expressions for the edges of the frame and Test position reflect the change, which is odd, I was expecting this on mobile.
And I noticed that resizing the frame area will make so the expressions and Test position adjust accordingly, but then this means mobile needs a way to get the visible edge of the screen that doesn't rely on the frame size.
Cause "Fit inside and adjust window size" is something exclusive for it (honestly would be nice on Windows as well tho), so expressions to get the visible edges that consider the "adjust window size" part would help resizing the frame accordingly so Test Position wouldn't fail.
Here's a video of the sound glitching out on iOS, please reduce your volume cause it will be loud and distorted lol
actual version have latest changes in gradle plugins, google plugins and latest framework for android10+, they require more memory.
during the internal testing never require more than 1596m, I knew a specific game did required 1916m, but more than that not sure will depends on your PC.
But comparing 293.1 to 293.2+ is not possible and should not be a rule since new version requirements.
please set to 2048m and see if it works, if not the only thing that comes to my mind is to delete the .gradle folder inside your user folder, of course the first time will take more time to build since have to download all needed framework, libs, and plugins