Why my shaders half broken on some android devices? - unity3d-shaders

I have shaders that cut hole in other meshes. On some android devices game starts bugy. After some time it fixes itself. When i reload scene it occurs again.
Here is broken one
Here is right one

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JavaFX rotate screen 180°

I'm working on an application, that's going to be running on an embedded device, but I'm having problems, as the screen on the said device is mounted upside-down.
I found that I could do the rotate="180" in the FXML, but the thing is that drop down doesn't change and is still rotated.
Any idea how I should rotate the screen?
PS. Underlying OS is Linux, but it's not running any X servers, so I can't really rotate it OS wise.
PPS. Even when I do rotate it using xrandr, the framebuffer freaks out and doesn't render full frames, so I get the "old WinXP frozen app drawing" ability.

App suddenly does not respond to orientation change Xamarin.Forms

A while back, when we were first testing our app, the screen used to rotate when we tilted the phone. Even if the portrait formatting wasn't so great, it still responded to the orientation change.
I have no idea what happened between that point and this, but it no longer responds to orientation changes, at all. If I tilt the phone, it stays in portrait mode and does not rotate at all, the text does not align to the new orientation.
This is across all platforms, and I have the proper settings selected for each specific platform (in iOS in the info.plist, and in Android with the MainActivity decorations.)
The one thing I did do is that moved all of my screens from StackLayout-based to FlexLayout-based. But the screen SHOULD still rotate, or at least ATTEMPT to rotate, should it not? And this happens across all screens.
So ... if I may please could get some advice about what may be happening, here, that causes this behavior across all platforms?
It should be noted that we are also using Telerik libraries for many of our controls (but I don't know why it would make a difference.)
Also, it's a shared app.
Issue solved. Rotation was locked.

Ignoring mask while recording simulator screen

I'm trying to record a video of the simulator screen using the following command:
xcrun simctl io booted recordVideo --mask=ignored ~/Desktop/footage.mp4
As you can see, I specified the value ignored for the mask parameter because I want to omit the mask on the iPhone X's simulator.
The documentation says:
For non-rectantular displays, handle the mask by policy:
ignored: The mask is ignored and the unmasked framebuffer is saved.
black: The mask is rendered black.
Here is the result:
As you can see, as soon as I start interacting with the simulator, the mask appears.
Am I doing something wrong? Is this a known bug?
PS: recording from an actual iPhone X is not a solution as I don't own such a device.
While very far from an ideal solution, it might be possible for you to use an adjusted version of the 5.5 inch iPhone App Preview video. The 5.5 inch phones use 1920x1080 so what I had to do was basically squish one dimension to make the video 1920x886 pixels. Of course, it will look slightly squished, but it isn't that noticeable since it is only a reduction of around 20%. I would argue it is better than no App Preview or going through tonnes of trouble trying to borrow an iPhone X series device. At least until the simctl bug gets fixed!

Size of iPad Simulator is too big in XCodes 4.3.2

Now i am using macbook pro with 13 inches.
Yesterday i upgraded XCodes version to 4.3.2.
In that iPad Simulator is too big and iPad Retina Simulator is also too big.
It's not fix my screen.
iPad Retina Simulator size is take all of my screen and it's can only show iPad's dock.
I can't see overview iPad screen.
I always scroll down and up to test.
When i change Simulator's Window > Scale into 75 %, It's still too big.
50% is too small and can't see anything clearly.
When i develop with XCodes 4.2 , iPad Simulator is fix size and okay to test.
I want iPad simulator size fix my screen.
Is there anyways?
If my question is out of question, so sorry for that.
Thanks.
Maybe it's because the iPad 3 have a really large resolution (2048x1536). That's more than most computer screens. You will need to zoom out to display the entire screen just because of this, or you must get a larger (higher resolution) screen for your computer if you don't want to scale the program.
The reason for this is that the iPad 3 have much tighter pixel density than most other computer screens so each pixel on the iPad is smaller than each pixel on your computer screen.
What you can do is make the simulator start by suppressing the title bar and your dock if it happens to be shown.
Follow these steps, please be responsible and back-up your files before editing anything as I do not take responsibility for things going wrong.
Before you start close any running simulators.
In Finder Press CMD+SHIFT+G and enter the folder /Applications/Xcode.app/Contents/Developer/Platforms/iPhoneSimulator.platform/Developer/Applications/iPhone Simulator.app/Contents/; this folder may differ for you depending on your location of the simulator/SDK.
Backup the file called Info.plist
Copy Info.plist to your home directory.
Double click Info.plist in your home directory. You will be presented with the plist editor.
Select the first entry called Information Property List and click the plus (+) sign immediately to the right.
Enter Application UI Presentation Mode into the Key field of the new entry, tip: it will auto populate after typing Application UI.
Enter 4 in the Value field, this will then change to All Suppressed.
Save and close the file.
Replace the original plist file with this new one, remember to back the original up first.
Now when you run the simulator it will not show the menu bar when it becomes active. The reason you needed to copy the file to your home directory is because you do not have write permission to it. It also stops you mucking it up and preventing the simulator running while editing the file.
You can apply this trick to any application by finding it's plist file, thus I also change Xcode.app to do this too.
You will need to scale the simulator to 75%, however it will now be almost the full height of the screen with no loss of the iPad window.
Now It's more flexible with Xcode 9- Simulator. You can pick & drag any corner or simulator to resize it and set it according to your requirement.
Look at this snapshot.
https://apple.stackexchange.com/questions/205865/ios-simulator-screen-size-not-equal-to-window-size

No finger touch circles in iPhone simulator

I'm developing an app on the iPad, and trying to detect multi-touch events. The events are working fine, but in the simulator, I'm not getting the little circles that show you where you're touching. Not so much an issue for single touch, but for multi touch, it's a big pain. Any idea why these circles aren't showing? I think it's something with my machine (MacBook Pro), because on another MacBook Pro, the circles do show up.
Edit
I've discovered that this problem only happens if the scale is set to 100%; if I set the scale to 50%, the circles show up.

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