Android Viewer Not Recognizing the Device's Height & Width?

ShineHouseGamesShineHouseGames Member, PRO Posts: 100
edited August 2015 in Working with GS (Mac)

I've built a universal build for the iPad/iPhone where the HUD buttons shift their X and Y values based on the device's screen size.

When testing with an android device however, the buttons' positions don't adjust at all.

So my question remains: why won't the buttons update their locations?

Comments

  • RabidParrotRabidParrot Formally RabidParrot. Member Posts: 956

    How are you firing the rule for the actors to move?

    Coming from an iPad to iPhone I would use a rule that states,

    If screen size height is < 768 change attribute self position Y to 600.

    Otherwise do nothing.

    It would be easier to assist you if you uploaded a screenshot of your rule.

  • ShineHouseGamesShineHouseGames Member, PRO Posts: 100

    And here's the zoomed in version:

  • ShineHouseGamesShineHouseGames Member, PRO Posts: 100

    @RabidParrot said:
    Coming from an iPad to iPhone I would use a rule that states...

    Yeah, it does work for iOS but not for Android..
    Any experience with this?

  • ShineHouseGamesShineHouseGames Member, PRO Posts: 100

    Bump

  • vafurlogivafurlogi Member Posts: 203

    Try putting an empty scene at the start that only changes to your "real" first scene. There has been a bug with android for years where the first scene does not detect the height and width of the device.

  • RabidParrotRabidParrot Formally RabidParrot. Member Posts: 956

    @ShineHouseGames said:

    And here's the zoomed in version:

    I would be using a set amount, not screensizeheight/2.

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