Tap Responsiveness
So in my app there is an actor that is destroyed upon being touched. In GameSalad, clicking the actor in various locations seems to work perfectly fine, even on the edges of the actor. (Size 20 x 20). But the problem is in AdHoc that same responsiveness has gone away and some times the actor takes more than one tap to be destroyed. At first I thought it was my screen protector, however, upon receiving a new phone with no screen protector it is still not as responsive as it is in GameSalad. I was wondering what I could do to improve this as it is affecting the efficiency of my app. Could it be the collision shape, the size of the app, or something else? Or is it just something needed to be addressed in all GameSalad games. Thanks for the help!
Comments
@Kings_Palace
Are you talking about iphone? If it's Android, perhaps because of the device's lack of ram? Some of my games are also jittery via Adhoc or gsviewer in Android phones. But runs smoothly in my Nexus 7.
I remember a touchscreen settings in the publisher. Maybe you could play around with it.
20x 20 is a small target area for a finger to zero in on. You might try attaching a bigger invisible actor to it.
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You could also use the magnitude function if you don't want to constrain a bigger actor to the smaller one.
A 20 pixel by 20 pixel area - on an iPhone 4 / 5 - is 0.2cm x 0.2cm, hitting a 2mm x 2mm area is always going to be a bit hit and miss. Draw out a 2mm x 2mm square on a piece of paper just to get an appreciation of quite how small it is !
Well the invisible actor in front worked fine as I added some transparent cushion in the art and it worked. Thanks everyone, it actually helped the responsiveness in my game. Gotta better understanding of pixel sizes haha.