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Thread: iPhone X Safe Area Support

  1. #21
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    UrbanMonk's Avatar
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    Do those values update in realtime? For instance if the user rotates their device and the notch is on the other side?
    Speaking of which it would be nice to have an event that triggers when a screen rotation happens or the safe area changes.

    What values does it return in the other runtimes? Just the edges of the frame? (That would be ideal)

    I'll buy the object, but it does seem slimy to sell required functionality separate from the iOS plugin itself.

  2. #22
    Clickteam Clickteam
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    Sorry - It was either going to have to be a upgrade cost on the module itself and add it to that or put it into an object (easier in the short run) and charge for it.
    Its difficult to pay for programmers unless you can sell something to compensate them for the work required.

    Just thinking.....

    Perhaps the next version of Fusion we will change the sales model and just release a new export module build with all the upgrades built into it and charge an upgrade fee. This would make it easier for users to reset up their environments as they wouldn't need to get the object.

  3. #23
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    UrbanMonk's Avatar
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    I do feel for you guys. You have to constantly update the plugins for the latest version of iOS. It's not as easy as it used to be to keep up with platform changes. Which is why most game engines are using a subscription model now.

    But for basic functionality don't you think that should be included in the cost of the iOS exporter itself?

    I can understand changing extra for something like a 3D plugin, or advanced AI or something else, but basic functionality that's required for the majority of apps?
    You might as well bundle the extension with the exporter and increase the price by $6 since most people will need it.

  4. #24
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    Quote Originally Posted by Jeff View Post
    Perhaps the next version of Fusion we will change the sales model and just release a new export module build with all the upgrades built into it and charge an upgrade fee.
    would this mean paying a fee for every single fusion update build that gets released with a couple of little bug fixes?

  5. #25
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)iOS Export Module (Steam)

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    Hey,

    I tried Fernando example on xCode simulator (iPhone X ) but I used my resolution (App res: 320 x 480 , Frame Res. 360 x 569 - These resolutions are perfect fitted to iPad and iPhone without iPhone X ). On properties (iOS Option) I set display type to : Fit inside and adjust windows size ( I tried stretch to fill also ).

    When I Read Safe Area the counters shows me - TOP - 44 ; BOTTOM - 34. It's ok.

    Next, I changed my frame resolution on Fusion from 569 to 647 ( 569 + 44 + 34 = 647. This is space to iPhone X ) and I filled the frame orange background. I tested this app again but on simulatior iPhone X display is not filled by orange background . When I pressed on "Read Safe Area" then Counters shows me again TOP 44 ; BOTTOM - 34.

    Any Idea ? How Can I filled all display area ? I think there is a bug because " Stretch to fill " should filled all display area. Below I show you print screen.


  6. #26
    Clicker Fusion 2.5 MacFusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleiOS Export ModuleSWF Export ModuleInstall Creator Pro
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    MagnetoX according to this link:
    https://stackoverflow.com/questions/...ne-x-simulator

    Someone with the same issue just added the launch images for the iPhone X's resolution and that solved the problem.
    It looks like right now Fusion doesn't add that launch image so iOS assumes the app doesn't support that resolution yet.

    Try manually adding the launch image in xCode and see what happens.

    I haven't had a chance to test this yet myself.

  7. #27
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    mm I will check
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  8. #28
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    yes the launch images for IPhone X are not added to regular project

    but in my testing project I added manually


    Images attachées Images attachées
    Regards,


    Fernando Vivolo

    ... new things are coming ...

  9. #29
    Clicker Fusion 2.5 (Steam)Fusion 2.5 Developer (Steam)iOS Export Module (Steam)

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    Quote Originally Posted by UrbanMonk View Post
    MagnetoX according to this link:
    https://stackoverflow.com/questions/...ne-x-simulator

    Someone with the same issue just added the launch images for the iPhone X's resolution and that solved the problem.
    It looks like right now Fusion doesn't add that launch image so iOS assumes the app doesn't support that resolution yet.

    Try manually adding the launch image in xCode and see what happens.

    I haven't had a chance to test this yet myself.
    Hey,

    I tried this solution and it works. So, you have to add manually LaunchImages for iPhone X then your app fill the screen. But in my case I have problem with it because now my app fill all screen without safe area and I don't know how Can I build app with SAFE AREA. It's important to properly set all buttons in my app.

    I used in my APP these events to change object position on iPad and iPhone and it works ( App resolution 320 x 480 , Frame resolution 360 x 569 and now I have to change frame resolution to 360 x 693 for iPhone X )

    Event 1 ( works on iPad )

    Start of Frame
    Y Top Frame > 43
    -------------------------> Set object to X , Y position

    Event 2 ( works on iPhone )

    Start of Frame
    Y Top Frame < 43
    -------------------------> Set object to X , Y position

    Anybody know what EVENT Can I use to change object position when I play on iPhone X resolution ?

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