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When turning on Low Processor Mode, returning to app, does not refresh the screen, resulting in a black screen, until you interact with the app.
Users will likely assume the app has crashed.
A workaround is to play a small animation on MainLoop.NotificationWmFocusIn like so ( ResumeLabel has a tween that displays it, then fades out)
public override void _Notification(int what)
{
base._Notification(what);
if (what == MainLoop.NotificationWmFocusIn )
{
var reslab = (ResumeLabel)FindNode("ResumeLabel");
reslab.Play();
}
if (what == MainLoop.NotificationWmFocusOut )
{
var reslab = (ResumeLabel)FindNode("ResumeLabel");
reslab.Visible = false;
}
}
Steps to reproduce
Turn on Low Processor Mode , run on IOS device, and let device goto sleep ( or maybe just not have focus) until low processor mode kicks in.
Return to app, to see a blank/black screen.
Interact with app, to see screen turn on.
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered:
I'm also experiencing this on 3.5.1, it even happens on first boot for me so the app boots into a black screen giving users the feeling the app crashed.
I have an app that requires the device to stay awake and without low CPU mode the CPU usage doubles draining the battery much quicker.
Godot version
3.3.2
System information
IOS
Issue description
When turning on Low Processor Mode, returning to app, does not refresh the screen, resulting in a black screen, until you interact with the app.
Users will likely assume the app has crashed.
A workaround is to play a small animation on MainLoop.NotificationWmFocusIn like so ( ResumeLabel has a tween that displays it, then fades out)
Steps to reproduce
Turn on Low Processor Mode , run on IOS device, and let device goto sleep ( or maybe just not have focus) until low processor mode kicks in.
Return to app, to see a blank/black screen.
Interact with app, to see screen turn on.
Minimal reproduction project
No response
The text was updated successfully, but these errors were encountered: