Yes, there's very little we can do about it, as I mentioned previously:
There's nothing much we can do about app vs. browser performance - the performance is determined by the Android System Webview, so this would be something to report directly to Google.
The Text and SpriteFont objects don't use CSS, so none of the CSS styling considerations are relevant. They render directly in to the canvas instead of using DOM elements.
You can probably use special characters like a non-breaking space to get blank spaces which still fill the background color. You could also try the [hide] tag.
[hide]
Often people run in to issues with layout scroll bounds. Try turning on "unbounded scrolling" on the layout and that will get out of your way.
This and other changes are documented in the manual entry on the C3 runtime.
Check the issue tracker.
You should look in the console tab in dev tools. That's where any errors that occur are logged.
We have important fixes for both iOS and Android in the next beta release, so it should be worth checking there once that's out.
Wrap it in float() to keep the fraction: float(tokenat(text, 0, "|"))
If you set text to a number, then what you're trying to do is invalid. It might convert it and it might not - it seems minor since it's just a different kind of error fallback.
Ashley Thank you for the reply. I've tried both r136 stable and the new r139.
And...? Were they the same? Different?
Construct 3 also has an entirely new runtime with huge performance improvements and major new features. See the blog post Launching the new Construct 3 runtime for more information.
This isn't supported, nor does it seem like a particularly good idea. Why not add an action to a plugin to pass the relevant data? Then that can be a global variable or an expression coming from somewhere else.
Develop games in your browser. Powerful, performant & highly capable.
You didn't mention which version of C3 you're using - is it a beta release? If so there are known issues with WebGL 2 on Mali GPUs (which the S7 has).
As far as we know Android apps run fine in the majority of cases, but this might be related to WebGL 2 issues on Mali GPUs (but hard to tell because nobody's mentioned which Construct 3 version they are using... this is why we need comprehensive details in every case...) or possibly a reappearance of this issue (hard to tell due to lack of diagnostics in the webview). Maybe you could connect USB debugging and see if there are any logs in the console? The C3 runtime should log warnings if there is an obvious performance problem.
They all rely on the same browser engine so I'd expect whichever way you export the game to have the same runtime performance.
Try using Drawing Canvas.
No. See Memory usage in the manual