CGApps's Forum Posts

  • 8 posts
  • It's ok. Sorted my own question. I used an addEventListener for 'playing' & 'ended' in the js to fire a function. So for optimal performance HTML Video seems to be the best workaround for iOS Exports and use the standard video object for desktop exports.

  • Thanks Ashley Using a video in a HTML completely fixed the performance of the videos for iOS exports. Is there a simple way of utilising the actions like 'Has Ended' 'IsPlaying' using this method? If not what would be the workaround?

  • Scrap the 'AllowInlineMediaPlayback' suggestion. I just checked the config file on the construct Xcode export and it includes the line

    <preference name="AllowInlineMediaPlayback" value="true" />

    So that is not the issue! Any other suggestion welcome.

  • Thanks Ashley. The video is encoded correctly and working fine on safari on both desktop and iOS but as soon as you export to iOS it doesn't, so assume it must be some WKwebview limitation. Just tried the chromakey add-on and it works great. Thanks Funky Koval The edges are soft but I can sharpen this up with Da Vinci Resolve and use a new sharp green screen to tidy it up. The only limitation is you have to turn off WebGPU to run chromakey add-on. Do you think this will this affect performance much?

    However, for some reason the performance of all videos is awful when exporting to iOS so again assume this must be wkwebview conflict with the construct platform? The exactly same videos run smoothly when played directly on an iOS device but when played within the construct export they are choppy and screen sometimes even freezes when loading the video source etc throwing the 'wait' timings out of sync.

    I made a new basic construct project which pretty much just plays the video and exactly the same thing. I have tried this on a iPhone 16 Pro and also Xcode emulator on a M1 processor MacBook so cannot be a performance issue. I have turned 'worker' mode off and tried multiple AI suggestions but always get choppy low performance video play on iOS export. The same projects are as smooth as butter on desktop. Do you think there is currently some conflict between the construct video object and wkwebview? AI reckons the issue is...

    The poor video performance you are seeing inside iOS WKWebView is a known hardware-acceleration bottleneck caused by iOS security policies and Cordova/Capacitor file-protocol handling. When you play a video directly on Safari or a Mac, iOS grants the player direct access to the hardware decoder. However, inside an exported app's WKWebView, the video is loaded via a local file server (file:// or localhost), which bypasses the native video buffering pipeline, forcing the device to fetch, parse, and decode chunks through JavaScript and the isolated WebKit network process.

    Any suggestions to make video playback smooth? Is allowsInlineMediaPlayback set to true by default in construct's iOS export? If not could this be an issue? Thanks

  • Currently the two video options to include alpha transparency is either webm vp9 or HVEC H.265 which both work fine on desktop. However, with iOS export WKWebView will not support web vp9. It does support HVEC H.265 with alpha but only with the .mov container. Currently the only option is the .mp4 container which does not work. Is there any reason .mov is not an option for construct?

  • Sorry for my ignorance but if you successfully receive a authTicket following a getAuthTicketForWebApi does this confirm the user owns/purchased the app? and how is this related to steam's 'CheckAppOwnership' API?

    Also, with family sharing if a different family member owns the app will that family member successfully return a authTicket?

    Finally if a 'Get auth ticket for web API' fails to be obtained, does this definitely imply the owner or family do not own the app or could there be other reasons for such a fail?

    Thanks.

  • Thanks. Do you mean own particle system using sprites with bullet and fade? It's to generate fire and smoke effect so would this be far more cpu intensive to be able to move that many particles back and forth and pasting on canvas every tick? The game is already hitting fairly high CPU usage so been trying to be as efficient as possible moving forward! The open feature request for 2 cameras would certainly be a great option!

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  • I really hope someone can figure this out as I have hit a wall!

    I have a split screen two player game and use the method of using a canvas and every tick pasting all objects on the canvas after setting their position using the distance between the two players and then resetting their position back again.

    It works perfectly for all objects except particles. This is obviously because once a particle has been emitted it is no longer controllable. Of course you can set the particle emitter position but this will not result in the particles being pasted on the canvas.

    I assume there must be a way to achieve the same thing such as moving an entire layer to match the distance between the two players but thus far I cannot seem to get anything to work.

    Any ideas please?

  • 8 posts