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iOS: Touch-Events and Performance

Sep 4, 2012 12:46 AM

Tags: #air #ios #performance #stage3d #touch #touchevent #away3d

Hi all,

 

we got a "big problem" and are seeking for some hints and help.

 

We got a 3D-playfield (Away 3D). When touching (holding finger on touchscreen), and nothing more, we notice the performance breaking down from 60FPS to about 30 - 40 FPS.

When moving the finger (to scroll the playfield) it breaks down to lower than 20FPS.

Releasing the finger, and still scrolling the playfield (on stage3D), the performance got back to 60FPS, so it should'nt be the scrolling and seems to be the touch.

 

Anybody got any hints?

 

Regards,

 

Ralf

 
Replies
  • Currently Being Moderated
    Sep 17, 2012 5:19 PM   in reply to FUN-Ralf

    This issue known for most all 3D flash engine if you try to run it on mobile device (iphone4s,5, ipad3 must work well).

    When you touch display - 3d engine read touch coords and start long and hard calculations for this point. It's checking if your touch coordinate collide any objects in the 3d world. If you don't want to use mouse events for 3d directly for 3d object selection - just try to find methods that allow to disable it.

     

    My apps that use alternativa3d and flare3d meet the same issue. I use next. Create with alpha = 0 sprite over whole flash stage3d and use it for reading touch events. In engine - I done hardcode disabling of mouse events. this works only if you don't need interaction with 3d objects. sliders can be done via simple reading touch coordinates and transfering it to update event

     
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