iOS 6 device crashes when "Legacy Retina Independence" is checked. Why?
gfb08174
Member, PRO Posts: 69
I'm adhoc-ing my app on two iPhones just to be safe. I selected the iPhone 5 platform build in GS, and Resolution Independence" is checked.
When I select "Legacy Retina Independence" in the GameSalad Publisher, the app runs fine on my iOS 8 iPhone, but not on my iOS 6 iPod Touch.
On the iOS6 device, black squares appear instead of some images, and the app will crash when certain images are programmed to appear, while it functions as expected on the iOS 8 iPhone. The game also works perfectly in the GameSalad viewer.
What is going on? Is unchecking "Legacy Retina Independence" my only option? How can I solve this?
Comments
you are probably hitting the memory limit, you can use apple's instruments to see what is going on.
but with GS dropping support for iOS6 as of 0.13.39, it might not even be worth it trying to get your games to work on old hardware.
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I was about to say that ... just wait till the update
Here's my understanding.
Retina Independence = Source art used as 3x. 2x and 1x generated by downsampling.
Legacy Retina Independence = Source art used as 2x. 1x generated by downsampling.
I guess you're using a 4th gen which looks like a 2x device with 256mb of ram. For that case, legacy would use more ram than not checking legacy. Depending on the size and number of images you could run into memory issues.
@GeorgeGS @http_gamesalad @jonmulcahy
I'm looking to publish the game as soon as possible, preferably before this weekend.
What if I either:
just change the platform to iPhone 6?
or
in publisher change the "Minimum Supported OS Version" to iOS 7, or something.
Would that be a quick and workable way to solve this issue, or will I have to do a lot of reprogramming and resizing?
@jonmulcahy
Where can I read apple's instructions?