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Futile on Unity 5 #235

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diegodorado opened this issue Mar 11, 2015 · 12 comments
Closed

Futile on Unity 5 #235

diegodorado opened this issue Mar 11, 2015 · 12 comments

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@diegodorado
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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

@MattRix
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MattRix commented Mar 11, 2015

Hmm, have you tried just delaying when the first Futile.Init is called?
That might be the easiest way to handle it.

On Wednesday, March 11, 2015, Diego Dorado notifications@github.com wrote:

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


Reply to this email directly or view it on GitHub
#235.

@diegodorado
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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?

@MattRix
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MattRix commented Mar 12, 2015

Hmm, yeah you could try something like that.

On Wednesday, March 11, 2015, Diego Dorado notifications@github.com wrote:

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?


Reply to this email directly or view it on GitHub
#235 (comment).

@diegodorado
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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:

Hmm, yeah you could try something like that.

On Wednesday, March 11, 2015, Diego Dorado notifications@github.com
wrote:

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?


Reply to this email directly or view it on GitHub
#235 (comment).


Reply to this email directly or view it on GitHub
#235 (comment).

Diego Dorado
11 3758 3589

@simondorfman
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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...

@diegodorado
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I would suggest to stick with unity 4.6.
Unity 5 doesnt play nice with Futile right now, so, unless you do need some
of the (few) unity5 features, do not upgrade and you ll be fine
El 25/04/2015 23:38, "Simon Dorfman" notifications@github.com escribió:

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...


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#235 (comment).

@jpsarda
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jpsarda commented Apr 26, 2015

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/ )

@MattRix
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MattRix commented Apr 26, 2015

Which Unity 5 stuff doesn't work with Futile right now for you? If you have
issues with it, let me know, it should be working fine in Unity 5.

On Sunday, April 26, 2015, Diego Dorado notifications@github.com wrote:

I would suggest to stick with unity 4.6.
Unity 5 doesnt play nice with Futile right now, so, unless you do need some
of the (few) unity5 features, do not upgrade and you ll be fine
El 25/04/2015 23:38, "Simon Dorfman" <notifications@github.com
javascript:_e(%7B%7D,'cvml','notifications@github.com');> escribió:

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...


Reply to this email directly or view it on GitHub
#235 (comment).


Reply to this email directly or view it on GitHub
#235 (comment).

@jpsarda
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jpsarda commented Apr 27, 2015

@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).

@diegodorado
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Hi @MattRix ,
These are the issues with unity5:

  • all shortcut methods like renderer, rigidbody, etc were removed from
    Unity 5... but changing those calls to GetComponent() resolved it.
  • 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
By the time I can listenForResize, the FutileInit was already called....

I dont remember well now what weird things occured if I tried to call
Futile.Init
again...

It would be nice a reset method for those cases... or maybe a
listenForFullScreen ... I really dont know what would be better

Thank you for Futile!

2015-04-27 10:22 GMT-03:00 Jean-Philippe SARDA notifications@github.com:

@MattRix https://github.com/MattRix I guess your question is addressed
to @diegodorado https://github.com/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).


Reply to this email directly or view it on GitHub
#235 (comment).

Diego Dorado
11 3758 3589

@jpsarda
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jpsarda commented May 6, 2015

Good news the bug I was talking about ( http://fogbugz.unity3d.com/default.asp?691241_5379kc81q4fjp7fc ) is in the hand of the resolution team!

@MattRix
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MattRix commented Oct 3, 2015

Futile is working fine on Unity 5 these days so I'm gonna close this.

@MattRix MattRix closed this as completed Oct 3, 2015
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