Comments (7)
Hi gunta,
I absolutely agree that pixi.js needs to work on default android handsets. I know there is an issue with run pixi run that causes the textures to be oddly resized, fortunately I'm pretty sure this is a game specific issue (I plan on looking into the cause just in case)
I have tested our later creations in the default android browser and they seem to run ok. If you could confirm for me that would be ace:
http://www.theleisuresociety.co.uk/fightforeveryone/
http://flashvhtml.com/
thanks!
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Just tested the leisure society game on my Nexus S running Android 4.1.2 and it all works fine including sound. It didn't fill the screen but I don't think it was supposed to.
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Good to hear, thanks for testing @Harissa!
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I'm making an Android Test Farm right now and I have more than 20 android devices... As soon as I finish this project I'm going to test it ;)
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@gunta you legend 👍
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I saw the issue you mentioned on RunPixieRun, but I was unable to reproduce it on any of the other examples or games. I suspect it has something to do with the game itself and not pixijs. If we encounter this issue again (or you get your test farm up) feel free to reopen this issue with new info.
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This thread has been automatically locked since there has not been any recent activity after it was closed. Please open a new issue for related bugs.
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Related Issues (20)
- Bug: [v8.0.2] Sprite not updated correctly when its texture's frame is changed HOT 1
- Bug: [v8 regression] `Container.destroy()` is very slow on crowded containers HOT 3
- Bug: Publishing v7.x doesn't update latest dist-tags
- Bug: [v8 regression] moving a crowded `Container` drastically cuts performance HOT 8
- Bug: [v8] When adding `onRender` to a class extension, it does not work as expected
- Feature Request: [v8] Is there any way to pass a canvas instance to the new WebGLRenderer? HOT 2
- Bug: export image empty on firefox
- Bug: v8 Using webcam stream as source errors in Chrome
- Bug: [v8] passing `fill(0)` or `fill(0x000000)` to graphics shows white instead of black
- Q: [v8] Should release `@pixi/unsafe-eval@8`? HOT 3
- Bug: [v8] The filter is not taking the RenderTexture's frame's offset into account when being applied HOT 1
- Bug: Fill hex for black produces unpredictable results HOT 1
- Bug: Could not render app.canvas to normal canvas correctly in Windows chrome
- Bug: roundPixels=true causing precision issues HOT 1
- [V8] Error with `new Sprite(null)` HOT 2
- Bug: v8.x Sprites not rendering in Chrome/Edge Windows 11 HOT 5
- Bug: [V8] Container.removeChildren performance issue HOT 2
- Bug: `loadTextures` ignores provided format HOT 1
- Feature Request: Put again sync methods in ExtractSystem
- Bug: requestVideoFrameCallback does not seem to be working as expected
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