Is it really impossible to detect Screen.Size.Width on Android?

HQoovaHQoova Member, PRO Posts: 29
edited December 2013 in Working with GS (Mac)
I believe that it is a critical problem. The behaviour is essential for proper screen size adaptation, yet it seems as if nobody is concerned about it. How can focus be put toward adding more features when the existing features are not fully functional. Am I missing something?

Comments

  • jigglybeanjigglybean Member Posts: 1,584
    Nope. I've tried and failed to get this working on Android. So many different ways and just nothing. Android is hard because there's just so many screen sizes right now.

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  • HQoovaHQoova Member, PRO Posts: 29
    Nope. I've tried and failed to get this working on Android. So many different ways and just nothing. Android is hard because there's just so many screen sizes right now.
    Exactly, that is why I would argue that screen detection plays a significant role on Android
  • CaptFinnCaptFinn Member Posts: 1,828
    So my question to this would be directed at GS. Are they researching ways to make this happen? Or is this a dead horse?
  • BlackCloakGSBlackCloakGS Member, PRO Posts: 2,250
    This should work in the nightly builds
  • BBEnkBBEnk Member Posts: 1,764
    edited December 2013
    While trying to update my Android game and detecting display size I noticed that it would not do so using a simple change attribute, and check size on my startup screen. but it would after reset, and reason is, seems that because I was using a iPhone version of my build it would detect the 480 width on start and the 1280 on reset. to fix I simple used a constraint on start screen to make sure it detected correct size before game got underway.
  • DeepBayGamesDeepBayGames Member Posts: 93
    edited January 2014
    Android screen size detection is critical for my project also. I have a ton of actors that need to reposition themselves for each of the various aspect ratios. Obviously there is no way for them to do that without knowing the screen size of the device they are on. I am glad that the problem has been fixed for the nightly builds but am very eager to see this fix make its way to a stable build soon. As it has been stated many times, nightly builds are not recommended for publishing.

    I would love to publish to Tizen and non-Amazon Android devices (to be eligible for the Amazon Developer Select program). Sadly, I can do neither until this fix makes it's way to a stable release. I assume there are many others in the same situation. :(

    On an added note, I did try the constrain attribute, versus change attribute trick that was suggested by @BBEnk above, however it made no difference in my case.
  • BBEnkBBEnk Member Posts: 1,764
    Android screen size detection is critical for my project also. I have a ton of actors that need to reposition themselves for each of the various aspect ratios. Obviously there is no way for them to do that without knowing the screen size of the device they are on. I am glad that the problem has been fixed for the nightly builds but am very eager to see this fix make its way to a stable build soon. As it has been stated many times, nightly builds are not recommended for publishing.

    I would love to publish to Tizen and non-Amazon Android devices (to be eligible for the Amazon Developer Select program). Sadly, I can do neither until this fix makes it's way to a stable release. I assume there are many others in the same situation. :(

    On an added note, I did try the constrain attribute, versus change attribute trick that was suggested by @BBEnk above, however it made no difference in my case.
    Have you put a display text on your screen to see what it's picking up?

  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Guys this is a known bug in the public release. GS has a fix in the nightly builds and yes while the disclaimer is the nightlies are not for publishing many many people have used them and are having. Good success with using it. You will have to run a test build of your project and see how it works for you.
  • tenrdrmertenrdrmer Member, Sous Chef, Senior Sous-Chef Posts: 9,934
    Your not the only one who has reported or needed this fixed myself included. Unfortunately we are stuck with nightlies until the fix makes it into a public release.
  • DeepBayGamesDeepBayGames Member Posts: 93
    edited January 2014
    The animation bug is a killer for me with the nightly build. I have way too many short animations that are broken. I will be waiting for the next stable release before I publish to android. Either that or at lease the next nightly build, if it should fix the animation bug.
  • DeepBayGamesDeepBayGames Member Posts: 93
    @BBEnk, yes I have used display text to determine that the screen size it is detecting is simply the scene camera resolution of my first scene.
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