Viewer Orientation - Fixed?

TeamLava8TeamLava8 Member, BASIC Posts: 294
edited August 2012 in Working with GS (Mac)
Hello All.

I am working on a game currently that is tilt based in nature, I decided to update GS today because I remember reading a discussion awhile back that said that the weird viewer orientation bug would be fixed or was a planned hotfix or something like that. So i updated, installed the new viewer and still no matter the direction i tilt the screen does too. The viewer used to work that if you had a landscape game it stayed in landscape and if you had a portrait it stayed it in portrait. Now in the last 2 versions it just rotates in any old direction, then when you tilt back to the original orientation the camera is misaligned and weird.

On the thread I read from the previous version where someone complained of this issue I saw many people suggest doing an adhoc build. This would be a great solution if there wasn't a need to rotate at all times. So any time I want to test even the smallest change i would need to create an adhoc build which is...a pain.

Anyone have any insight on this? SSS?

Jason

Comments

  • JSprojectJSproject Member Posts: 730
    Hello,

    The autorate bug is still there in the latest GS 0.10.00 viewer (in my case all scenes are set to "landscape left" and "landscape right" but they rotate to portrait anyway in the viewer when the device is tilted). " I haven't tried it in an adhoc build but as you write other people have stated that it works (at least for older versions of the gs viewer). I'm sure the GS team is working on fixing it, have'nt read anything yet as to when though.

    Br /JS
  • TeamLava8TeamLava8 Member, BASIC Posts: 294
    The viewer autorotate is actually considered to be working "as designed". Ad hoc is what you should use to test rotation.
    I don't quite understand why it would be designed to function that way? It breaks the camera for games that don't even have accelerometer functions or rotation. As I stated prior to the last build it worked fine in that if you had a portrait app it would only rotate in portrait and in landscape it would only rotate in landscape. That would seem to me to be a better design. Am I wrong? I understand ad hoc is the preferred method but it is getting extremely tedious to create a new adhoc for every small change, such as a collision alignment or anything like that. In theory what you are saying makes perfect sense, but for a game that relies solely on 360 degree rotation at all times it would require an adhoc build for every instance of testing, for any animation test, for any collision test, or just to playthrough one level for physics debugging.

    In all other cases I would agree that an adhoc is the ideal method. But it seems that the broken viewer was better. At least it made more logical sense. If I have a portrait game I would only like it to be portrait up or down in the viewer. The same goes for landscape. And as I said it previously worked that way. This is even an issue with games that have no rotation physics at all. If you are previewing with the viewer and accidentally tilt it it messes up the camera until you either switch scenes or exit and reopen.

    If that is by design than it's designer was a twisted soul. j/k But seriously.."as designed"?

    Thank you for your time though. It just doesn't seem to make sense. Am I alone in that thought?

    Jason
  • ChobbifaceChobbiface PRO Posts: 491
    The viewer autorotate is actually considered to be working "as designed". Ad hoc is what you should use to test rotation.
    Thank you for your time though. It just doesn't seem to make sense. Am I alone in that thought?

    Jason
    Nope, I remember when the viewer used to rotate to the correct orientations as well, so it seems a bit strange to me it's taken a step backwards and now 'not' working. Of course, adhoc is still the best way to test properly, but for aesthetic changes, it's a bit of an inconvenience (although now much faster with the new publishing)
  • TeamLava8TeamLava8 Member, BASIC Posts: 294
    i see well thanks again for your time.
  • LumpAppsLumpApps Member Posts: 2,881
    edited August 2012
    @SaladStraightShooter Its still pretty annoying no matter what the reason is.
    It makes the viewer pretty much useless as a test device for some of my projects.
    As mentioned above it messes the with the camera alignment when I rotate my device and back by mistake. This makes me have to restart the test project and try again.
    I don't mean to cry but its just an extra hurdle in the process I'd like to see flattened out :)
  • ctceismcctceismc PRO Posts: 36
    If you lock the orientation of an iPhone/iPod touch the GS viewer app will be locked in the portrait position and will not rotate as desired. If you need to test in landscape mode go into settings-general-accessibilty-AssitiveTouch-ON. This will place a small dot on the screen. Once the GS viewer app is opened in the locked portrait mode you can touch the AssistiveTouch dot and follow the icons to rotate to landscape. The GS viewer app will now be locked in landscape mode until you restart it or press the home button. This works well for testing accelerometer based games without having to do an adhoc build in both portrait and landscape orientations. The GS viewer will not autorotate if you follow these instructions.

    Any more conjecture about the viewer going away? I find it absolutely essential to teaching a large group of students. If they all had to do an adhoc build to test on a device we would be up the creek. Please support the GS viewer app in the future!
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