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Futile on Unity 5 #235
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Hmm, have you tried just delaying when the first Futile.Init is called? On Wednesday, March 11, 2015, Diego Dorado notifications@github.com wrote:
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Hey, thanks for the quick response. I did, and it works... But I have to make a 3 seconds delay at least (tried with 1sec and 2sec, and screen was not yet resized).... and since I am using futile for showing a start page I would rather not make such a delay there..... do you think that I could show a start page, and, on listenForResize, destroy the camera and call Futile.Init again? |
Hmm, yeah you could try something like that. On Wednesday, March 11, 2015, Diego Dorado notifications@github.com wrote:
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Thanxs, I'll try and tell you afterwards 2015-03-12 14:06 GMT-03:00 Matt Rix notifications@github.com:
Diego Dorado |
Hello, I'm new to Unity & Futile, starting development on a new game. I intend to get started with this tutorial: http://gamedevelopment.tutsplus.com/tutorials/how-to-match-puzzle-shapes-using-bitmasks--gamedev-11759 Would you suggest using Unity 5 or Unity 4? Hope it's okay to post this question here. I didn't see a mailing list or forum devoted to Futile... |
I would suggest to stick with unity 4.6.
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Unity 5 is a nice choice for a long term project, as it will be fixed in a couple of months but if you need to publish something soon with Futile, that's not a good choice ( example of problems I have with Unity 5 : http://www.reddit.com/r/futile/comments/32wwvv/unity_50x_app_freeze_in_nondevelopment_build_only/ ) |
Which Unity 5 stuff doesn't work with Futile right now for you? If you have On Sunday, April 26, 2015, Diego Dorado notifications@github.com wrote:
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@MattRix I guess your question is addressed to @diegodorado ? To me the Unity 5 bug described in the link above is pretty serious for Futile (it seems to impact Android and mac but not iOS). And the bug report didn't even show up in the Unity recent bug report entries (in 10 days!). I really hope they can fix it for 5.0.2 or I'll have to go back to 4.6 (which I really don't want to). |
Hi @MattRix ,
I normally do not listen for resize since i make games for android only and I dont remember well now what weird things occured if I tried to call It would be nice a reset method for those cases... or maybe a Thank you for Futile! 2015-04-27 10:22 GMT-03:00 Jean-Philippe SARDA notifications@github.com:
Diego Dorado |
Good news the bug I was talking about ( http://fogbugz.unity3d.com/default.asp?691241_5379kc81q4fjp7fc ) is in the hand of the resolution team! |
Futile is working fine on Unity 5 these days so I'm gonna close this. |
Hi MattRix.
First off, thanx for your work, I apreciate it very much.
We were trying out our game project under Unity 5, and we had a couple of small issues with Futile.
First one was that all shortcut methods like renderer, rigidbody, etc were removed from Unity 5... but changing those calls to GetComponent() resolved it.
Next, and here I dont know how to resolve, is that by default Unity5 use full screen on android.
I normally do not listen for resize since i make games for android only and use a single orientation
And, by the time I can listenForResize, the FutileInit was already called....
I know I cant call Futile.Init again...Is there any reset method I could use to handle this?
Thank you
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