I have a Flash game which works fine on desktop but when publishing to iOS using Air 3.0 a few of the MovieClip assets fail to gotoAndStop(1). Instead they remain on whatever frame they were on previously. After discovering this I've tried adding an extra frame at the start, so that frame 1 is never used and this fixes the problem for some assets, but some still refuse to go to frame 2. It's as if there is a bug in gotoAndStop causing it to fail.
After searching it seemed some others encountered this previously but put it down to use of .ai files. Since I haven't used any of those, it would seem that the cause is elsewhere.
Has anyone else seen this problem or have any suggestions for getting around it?
I'm going to forward this along to our iOS team for their review. In the meantime, would you mind creating a new bug on this over at bugbase.adobe.com? Please include sample code/media so we can reproduce it internally. When finished, if you can post back with the URL that would be great. I would like to encourage any other developers encountering this issue to take a minute and case your vote for the bug.
Any update on this? I'm seeing the same issue. I think the bug is this: any calls to gotoAndStop() during a single frame are ignored after the first. For a dumb example,
In the swf will result in the MovieClip remaining on frame 2 but in iOS it will stay on 0. However if only clip.gotoAndStop(2) were called, it would work. The simple fix is don't call gotoAndStop except the frame you will end up on but it's not always simple to do that.
No updates that I know of, do we have a bugbase bug number to reference? I'd be happy to look up whatever I can internally. If no bug was added or if you don't find anything obvious, I'd encourage you to add one to bugbase.adobe.com along with any sample code you can provide.
Thank you Dan. I'd like to encourage everyone affected by this bug to take a minute and vote for Dan's report which you can find here: https://bugbase.adobe.com/index.cfm?event=bug&id=3287842
First of all it's AIR bug not iOS bug (It will happend on flash Professional AIR player)
Now, I've found a weird workaround!:
Add an empty frame at the end of your MovieClip, and before you call to testclip.gotoAndStop(1); do a call to testclip.gotoAndStop(testclip.totalFrames);
I'm guessing that when calling to testclip.gotoAndStop(testclip.totalFrames);, we are clearing the movieClip from any instances, and now the call to testclip.gotoAndStop(1); will work!
Adding the extra frame might mass your animation, so take that into account!
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