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I've been watching this project for a few weeks and notice that the rendering uses bevy which has done a good job at keeping iOS and Android as supported platforms.
Would you be interested in iOS support. I can tell you that some of the examples to this point work in the iOS simulator via:
Thanks for bringing this to our attention! I haven't tried running any of Kayak on mobile but I'm glad to see it at least renders lol.
Touches were somewhat in the back of my mind when working on the current event system, but I'll be honest that it wasn't a high priority for me at that time.
I don't want to speak for @StarArawn, but I think the goal right now is to tie up loose ends (text editing/selection, nine-patch bugs, etc.) and publish an initial release since it's about due for one. Once we get that figured out, we can probably put more effort into bringing mobile up to par.
If you (or anyone else) would like to contribute towards an improved mobile experience in the mean time, though, that would be very appreciated!
Hi there,
I've been watching this project for a few weeks and notice that the rendering uses bevy which has done a good job at keeping iOS and Android as supported platforms.
Would you be interested in iOS support. I can tell you that some of the examples to this point work in the iOS simulator via:
You need to have an iOS simulator
booted
of course.Click/taps don't seem to work as I think those are different
winit
events. Also, text input doesn't work because it's pretty specific to iOS.The text was updated successfully, but these errors were encountered: