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)
- V8 Bug! HOT 2
- Bug: Pixi 7 errors: Argument of type '...' is not assignable to parameter of type 'DisplayObject' HOT 9
- Bug: Remove filter again (container.filters = null) throws error
- Bug: getLocalBounds doesn't return correct values after removing a child
- Bug: Pixi 8 - WebGL: INVALID_ENUM: activeTexture: texture unit out of range
- Bug: GL_INVALID_FRAMEBUFFER_OPERATION: Framebuffer is incomplete: Attachment has zero size HOT 1
- Feature request: Drag events
- Bug: Can't `await` `Application.init` from top level if bundled using vite HOT 2
- Feature Request: Is it possible to split a texture after exceeding the maximum texture size? HOT 1
- Bug: V8 graphics tint applied in a weird way HOT 3
- Bug: V8 MSDF text rendering quality
- Bug: npm run build: error TS2503: Cannot find namespace 'PixiMixins'
- Bug: Error: Unable to auto-detect a suitable renderer. HOT 1
- Bug: too many active WebGL contexts on this page Safari HOT 1
- Bug: use round cap,blendmode not work
- Perfromance: CPU100% in OpenGL mode on a big map when computer does not have GPU even the graph is static HOT 2
- Bug: Error occurs when uninstalling a bitmap font with characters containing a space
- Bug: When Application is proxied by Vue 3(ref), an error occurs when rendering graphics
- Bug: about PIXI.Assets:imageResource can not loaded as canvasSource in ios v14.5,perhaps some old ios version
- Feature-Request: V8 support sub-Textures when creating BitmapFont objects HOT 4
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