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iPhone 7 no pads are responding #6
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I should say also I am using Unity 5.6 - I will drop back to 5.3 and try. |
I'm also on 10.3.1 and I'm on Unity 5.5, (not 5.6) but it's working. Are you running any adblockers on your phone? Just trying to find a way to repo |
I run tracker blockers in Chrome on MacOS but it works fine on MacBook Pro. It's the iPhone control - anything on the left side of the phone is unresponsive (that's where the pads are). Will try again this week - maybe I'll try 5.5. Thanks for your help - this could be great for a multi-player game in our planetarium! |
Yea I meant are you running ad blockers on your phone (since iOS Safari supports those). Just trying to figure out how to repo the issue. I tried both Safari and Chrome but I was not able to repo 😓 |
Nope, no ad blockers on the phone. Using Chrome. Will keep trying. |
does the 2d platformer work? |
Not on the phone. Touching red button makes the bird jump, touching arrows on pad does nothing. At the same time I tried it in Chrome on the laptop. Just hovering over the red button activates it, clicking on the pad arrows activates them, bird moves, arrows show pressed state. I am trying this at home on a different WiFi, but the results are the same as when I tried at work. |
But while we are sorting this out, I have a request. I am digging through your code but I am not a coder (I know the stuff I need is in HFTGamepad and controller.js). The orient controller with one big button would be great for flying in the planetarium - button press instead of shake to go forward. Or x-y pad, perhaps. It would also be a useful VR controller. What do you think? Could you whip one up? Or give me some clues? We could do this through email or forum. Thanks! |
Okay, I don't know what changed, but now the pad controls are working. On both the phone and the iPad. So you can clear this issue! And I will tackle my request on my own. Thanks for a great system. |
I wanted to mention if you dig through the samples there's the simple and clean samples (note the clean sample is only available in the latest version. It may or may not be useful for you. It's only point is to show the minimal example where you do everything on your own. It provides a Whether that's good for your needs I have no idea just thought I'd pass it on. I think it says this in the notes but if you're really trying to make a planetarium size game you're probably going to run into several major issues
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Wow. Super helpful. Here are a few comments: We have a 30ft diameter planetarium. Big enough to be real but small enough (64 seats) to be manageable. I don't expect there will ever be more than 10 girls playing at one time but you never know. Data per player is an issue with Orientation that I had not considered. Thanks. Also, capability of the Mac Pro that would run it. For a pre-warped fisheye projection coming out of Unity we use a camera rig by Paul Bourke ( http://paulbourke.net/dome/UnityiDome/ ) that actually uses 5 cameras, and we project it at mirrored 2560X1600. The Mac Pro can handle it but I've seen Unity bog it down. Your code is more efficient than what I hack, but there's a lot going on to do it in real-time. The 5 cameras also occasionally show seams if you use sprites or particles. But it's worth it to surround the audience with the Unity world. Our WiFi is industrial strength Meraki. But location of AP and obstacles (thick walls) may make limits within the space.. Another issue you did not mention is limiting players' distance from the viewer. "Infinite" space. Do you make hemispheric limits (in 2D you would just keep a constant Z distance)? Simplest thing I could think of, being trig deficient, is an invisible sphere with a collider. Thunderdome. Welcome to my curved world! |
Great work, and useful. But I have tried all variations for the demo phone controller and only the buttons work, none of the pads. No touches showing in the controller example. Any idea what's going on?
iPhone 7, iOS 10.3.1
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