Hi, I pass adaptToDeviceRatio=true to Engine for better rendering quality and adaptiveScaling=true to AdvancedDynamicTexture.CreateFullscreenUI to restore the output size.
If I want to move the GUI to an edge (e.g. vertical alignment: top), it disappears completely on the mobile phone.
Hi, sorry for reopening this issue, but trying the original PG https://playground.babylonjs.com/#Q3PGSG#2
crashes on Android devices (at least on some Samsungs Sx…, Ax… where we have tested it. We get a black screen with these issues on the console:
Hi @RaananW , I’m implementing the adaptiveScaling option in a production project but I’ve just seen that it doesn’t seem to work when a gui element is attached to a mesh to follow its position with the linkWithMesh() method:
With adaptiveScaling set to false, the label is at the center of the sphere:
Thanks @RaananW, it works perfect on desktop and Android devices but there are some problems on iOS devices. Here I’m attaching some videos of the issue
Some times, when the PG is loaded, we have this blank screen (tested on iPhone SE 2nd gen and iPhone 15 pro):
And when it loads after refreshing the page, the performance is really low when I use guiElement.linkWithMesh(mesh) . Even if it says its 60fps, the camera movement is slow, lagging behind the screen touch movement and with stuttering https://playground.babylonjs.com/#Q3PGSG#5:
Iphone 15 PRO video capture wit linkWithMesh (low perceived performance):
Without linkWithMesh(), the camera movement is as expected with no stuttering and following the touch gestures on the screen: