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Found 48 results

  1. andrei.nicolae

    Open url in a new new tab Safari

    Hi guys, I've tried multiple solutions found online opening a new tab when a button is hit. buyBtn.on('pointerdown', function (event){ openWindow(myurl); }, this); function openWindow(url) { var result =, "_blank") } function openWindow(url) { document.getElementById('newlink').href = url; document.getElementById('newlink').click(); } function openWindow(url) { window.location.assign(url); } This are some of them. All of these solutions work on other browsers, but not on Safari. Does anyone have a working solution for Phaser3? Thank you.
  2. Igor Georgiev

    iOS soft fullscreen. How?

    Hello guys. I am struggling with having my game to run on minimal-ui on iOS safari. That is where the address bar becomes smaller when you scroll. I have found a game that does that, but how the hell they do it? CLICK Does anyone know how to achieve this?
  3. BlackMojito

    Help! Safari bug!

    Hi Folks, I have got a disgusting safari bug as below [Error] WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete', or it is a float/half-float type with linear filtering and without the relevant float/half-float linear extension enabled. drawElements draw (bimernetviewer.bundle.js:11031) _finalizeFrame (bimernetviewer.bundle.js:33801) _renderForCamera (bimernetviewer.bundle.js:21799) _processSubCameras (bimernetviewer.bundle.js:21808) render (bimernetviewer.bundle.js:22011) (anonymous function) (bimernetviewer.bundle.js:119017) _renderLoop (bimernetviewer.bundle.js:10266) (anonymous function) The relative code is private _createOverlayRenderTarget(): void { let canvas = this.internalScene.getEngine().getRenderingCanvas(); this._selectionGroupRenderTarget = new BABYLON.RenderTargetTexture('overlayRenderTarget', { width: canvas.width, height: canvas.height }, this.internalScene, false, false, BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT, false, BABYLON.Texture.BILINEAR_SAMPLINGMODE); this._selectionGroupRenderTarget.hasAlpha = true; this._selectionGroupRenderTarget.clearColor = new BABYLON.Color4(0.0, 0.0, 0.0, 0.0); this.internalScene.customRenderTargets.push(this._selectionGroupRenderTarget); this._selectionGroupRenderTarget.onBeforeRender = () => { let overlayMeshes = this._renderScene.secondarySceneRoot.getChildMeshes().slice(); overlayMeshes = overlayMeshes.filter(e => e.renderingGroupId === 2); this._selectionGroupRenderTarget.renderList = []; for (let mesh of overlayMeshes) { this._selectionGroupRenderTarget.renderList.push(mesh); } let secondaryMeshes = this._renderScene.secondarySceneRoot.getChildMeshes(false); for (let mesh of secondaryMeshes) { if (mesh.renderingGroupId === 2) { mesh.visibility = 1.0; } } }; this._selectionGroupRenderTarget.onAfterRender = () => { let secondaryMeshes = this._renderScene.secondarySceneRoot.getChildMeshes(false); for (let mesh of secondaryMeshes) { if (mesh.renderingGroupId === 2) { mesh.visibility = 0.0; } } }; } I tried to hard code the target size to something like 1024 x 1024 and I did not get the error anymore. But the result was not what I expected. Well does anyone know a solution please?
  4. Hi! I'm creating a game that has a lamp sprite that you can switch on/off that uses blendMode 10 or PIXI.blendModes.SOFT_LIGHT However everytime you load the game without cache on Safari 10 the blend mode fails to show. When you refresh the page so its cached it starts working. When I console.log sprite.blendMode in the sprite's update() function it says 10 so it's applied. I use canvas only mode.
  5. Hi guys! I'm developing a game with Phaser 2.6.2 and it properly works on PC desktop (every browser) and on Mac (every browser). On a 2009 Mac laptop with Safari it struggle. On iPhone SE with Safari it give an (for me) inexplicable blank page. I've connected the iPhone to the Mac and launched the web inspector... but it give me nothing, nor the message "Phaser v2.6.2 | Pixi.js v2.2.9 | WebGL | WebAudio |". I've tought that maybe a let game: Phaser.Game = new Phaser.Game(1280, 720, Phaser.AUTO, 'content', { preload: this.preload, create: this.create, update: this.update, render: this.updateRender }); was to big, so I've tried let game: Phaser.Game = new Phaser.Game(800, 600, Phaser.AUTO, 'content', { preload: this.preload, create: this.create, update: this.update, render: this.updateRender }); but I've always the blank page. Any suggestion on what can go wrong with Phaser & iPhone?
  6. Hi, I get following error on safari macOS (could be because it is webgl 1.0). this._gl.createQuery is not a function. (In 'this._gl.createQuery()', 'this._gl.createQuery' is undefined)
  7. Listege

    Browser UI problem on iOS Safari

    Hello, I'm working on a game with Phaser v2.4.6. When I run my game on iOS Safari, UI overlaps game screen.(See the screenshot. And it's totally OK on Android) Is there a way to solve this problem? Here are my settings for the game. Meta tags of html file: <meta charset="utf-8" /> <meta http-equiv="X-UA-Compatible" content="chrome=1, IE=9"> <meta name="viewport" content="initial-scale=1 maximum-scale=1 user-scalable=0 minimal-ui shrink-to-fit=no" /> <meta name="apple-mobile-web-app-capable" content="yes"> <meta name="apple-mobile-web-app-status-bar-style" content="black" /> <meta name="HandheldFriendly" content="true" /> <meta name="full-screen" content="yes"> <meta name="screen-orientation" content="portrait"> <meta name="renderer" content="webkit"> <meta name="force-rendering" content="webkit"> <meta name="format-detection" content="telephone=no"> CSS file: body { background: black; margin: 0px 0px 1px 0px; padding: 0; overflow: hidden; } Initializing Code = true; = true; = Phaser.ScaleManager.USER_SCALE;, 180);, 860); var xRatio: number = window.innerWidth / 1280; var yRatio: number = window.innerHeight / 720; if ((window.innerWidth / window.innerHeight) >= (1280 / 720)) {, yRatio); } else {, xRatio); } Thank you for your help in advance
  8. @Sebavan Hi, checked new examples of PBR , but found some issues. It doesn't work in safari mac, probably because it uses webgl1, works great in other browsers but they have webgl2. Example On safari sphere is just black. Dont get any errors just some warnings from webgl: [Log] BJS - [08:31:35]: Babylon.js engine (v3.0) launched (babylon.js, line 3) [Warning] WebGL: INVALID_OPERATION: texImage2D: type HALF_FLOAT_OES but ArrayBufferView is not NULL (babylon.js, line 5, x54) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: INVALID_FRAMEBUFFER_OPERATION: readPixels: attachment type is not correct for attachment (babylon.js, line 6) [Warning] WebGL: drawElements: texture bound to texture unit 0 is not renderable. It maybe non-power-of-2 and have incompatible texture filtering or is not 'texture complete', or it is a float/half-float type with linear filtering and without the relevant float/half-float linear extension enabled. (babylon.js, line 5, x196) [Warning] WebGL: too many errors, no more errors will be reported to the console for this context. (babylon.js, line 5)
  9. Open this fiddle on Safari/Mac and check the console. You'll see sprite/1/1, sprite2/0/0. Then hit Run and you'll see 50/50 for both sprites. It seems as though BitmapData.generateTexture doesn't execute the first time around on Safari. The code that produces this issue is as follows; var bmd =, 50); var result = bmd.generateTexture('test'); var sprite =, 0, result); console.log('sprite', sprite.width, sprite.height); var sprite2 =,50, 'test'); console.log('sprite2', sprite2.width, sprite2.height); First time around, whatever's in return from generateTexture has 1,1 dimension, and whatever's been placed in the cache under 'test' has 0,0 dimension. Running it again, or reloading the window in Safari causes the dimensions to be 50,50 for both as is expected. I am not having this problem in Chrome on Windows or Mac. Does anyone know how I can get around this?
  10. Politybuilder

    Buttons not working on Safari/iOS

    Using Phaser 2.6.2 with Safari on an iPhone, game loads up fine and seems to be running ok but can't get any response out of the buttons.
  11. Hi guys, So I have issues with my game in safari but I'm coding it on windows. I've tried the older versions of safari available on dodgy download sites but they're far too outdated. Is there any way I can test a safari browser on windows reliably? Looking for any options here, VM's in cloud, emulators, SDKS, anything - or if you have a mac and can spare an hour or so that would also help. I can't afford to buy a mac. Thanks, Adam.
  12. Hi! I'm having this problem only in the Safari browser. Phaser does not work. Phaser.Loader - audio[hit]: error loading asset from URL null (no supported audio URL specified) phaser.min.js:7Phaser.StateManager - No state found with the key: Game In other browsers everything is fine. Here is the index code. <!DOCTYPE html> <html lang="en"> <head> <meta charset="utf-8" /> <title>Recicle Game</title> <script src="build/phaser.min.js"></script> <script type="text/javascript"> BasicGame = {}; var game; </script> <script src="build/Boot.js"></script> <script src="build/Preloader.js"></script> <script src="build/Game.js"></script> </head> <body> <script type="text/javascript"> (function () { game = new Phaser.Game(1000, 600, Phaser.CANVAS, ''); game.state.add('Boot', BasicGame.Boot); game.state.add('Preloader', BasicGame.Preloader); game.state.add('Game', BasicGame.Game); game.state.start('Boot'); })(); </script> </body> </html> What can it be?
  13. Hey there, let me give you my problem as visual as possible ( attached file ). It seems like safari / fb in app browser does not use my ScaleManager.RESIZE as requested. I had some issues calling my resize function on oriantation change, so i implemented this: window.onresize = function(event) { them.resize(game.width, game.height); }; And finally added this.resize(game.width, game.height); in the end of my create function. But nothing results the correct view in ios safari / fb in app view. Any suggestions? Thanks
  14. sofritos

    Mobile Firendly Safari Address Bar

    Hello, We are developing an HTML game using the Phaser framework with Javascript. We have run into some issues regarding the mobile usability for Safari on iPhones. At certain times the player's address bar appears, when this happens the game is moved down. Since the game is moved down, we lose access to part of the game. That leads me to our two questions: 1) How can we detect a swipe motion and then use that motion to hide the address bar? 2) How can we detect that the player address bar is open in the the first place?
  15. Hi, does anyone have problems with new playground on mac safari browsers? Every time I click run scene just disappears.
  16. We adapted some code we found for a "pie progress" tracker found on these forums. It works great in Chrome, but on Safari (both desktop and mobile), if you try to force Phaser.CANVAS mode, the bitmap data is not drawn. Is there something we are doing wrong? Or is this a bug? Check out our fiddle below: - Canvas mode - it doesn't draw the circle (in Safari) - WebGL mode - it draws the circle everywhere We cannot use WebGL because on mobile safari it is not performant (avg 15fps vs canvas which gets 60fps)
  17. Hi everyone, I'm having some weird issues with Safari on Mac : it seems like using the arrow keys in combination with A messes up the keyboard language. I have a french keyboard (azerty), and if I press A, no issue, A is triggered. If I press the right arrow + A, the A becomes a Q. Is that a known issue? Is anyone having the same issue? Is there something wrong with the way I handle the keys? Here is a JSFiddle to illustrate the issue (open the console to see the logs) : Thanks a log guys!
  18. Hi everyone, I am working on a scene that requires import meshes from .babylon file, most of the time I debug the scene on android mobile browser, and I got this error while trying to load the scene in iphone 5 & 6 (ios 10.2.1 up to date)safari browser: Error status: 0 - Unable to load myfile.babylon this is the link of the webpage I have no problem loading the scene on desktop, android mobile browser(chrome, firefox, opera), however, when I try to load the scene on iphone 6, most of the times I encounter the above error during the middle of importing mesh, if you open the webpage using iphone, there is a chance for you to stuck in the loading screen, when the error occurs. Nonetheless, there is a few times the scene can be successfully loaded, but only a few times. May I know if anyone who ever got with this error knows what is going on, as I am mainly working on the content of the 3D scene rather than handle the back-end part, thanks!
  19. I finished making my game with Phaser, and it works very well on Google Chrome, and Safari, and Firefox on Desktop. But it shocked me on how slow it runs on Safari on iOS! Why is this? My game is an incredibly simple game, it does not make sense to me. Game: Source code: Thanks!
  20. Hello people, I’m here to ask for assistance on PixiJs (more like a canvas related stuff) and IOS. I want to make an app than take all the available space of the webpage, kinda “Fullscreen” but not necessarily without the actions bar of the browser, What I was doing work pretty well on any browsers except in Safaris IOS browser, in landscape mode (sometime loading the page the first time in landscape work, then when changing orientation and coming back to landscape make the bugs appear). I can’t get to handle the IOS browser correctly, the canvas ignores one or both of the browser bar, causing it to appear under these bar. I just adapted quickly the Pixi’s “bunnymark” demo to show this problem. ( ). I found on the web an example working really fine on iOS landscape mode ( but can’t see an obvious differences with my simple example. It may be an HTML/CSS problem, but I can’t find it exactly. Thanks for your help and have a nice day.
  21. DanielApNa

    Canvas not visible on Safari

    Hello, We are making a game with Phaser and works perfect in all the browsers except in Safari (iPad). It's pretty strange becouse the game seems to be running becouse we can hear the music, but the canvas is not displayed... Few seconds later the game is destroyed... We can't use the remote debugging becouse we don't have any Mac to conect the IPad... (Phaser Version: 2.6.2 / IOS version: 9.3.2) Please help!! Thank you
  22. I'm making a game that uses pixel art, I'm designing it so that the user can choose to display the game at various screen sizes while maintaining the correct aspect ratio, doubling the number of pixels, 1x, 2x, 3x etc. I've set the game to use crisp rendering: Phaser.Canvas.setImageRenderingCrisp(game.canvas); And set the game scale mode to SHOW_ALL to maintain the aspect ratio when resizing: game.scale.scaleMode = Phaser.ScaleManager.SHOW_ALL; I've also set the PIXI scale mode: PIXI.scaleModes.DEFAULT = PIXI.scaleModes.NEAREST; (I tried setting Phaser.Canvas.setSmoothingEnabled(game.context, false); but it gave me an error, never mind) However the game still looks smoothed when resizing the window in Safari on macOS Sierra, I tested it in chrome and the pixels are crisp as expected. I tried adding these CSS rules to my internal stylesheet: image-rendering: optimizeSpeed; /* Older versions of FF */ image-rendering: -moz-crisp-edges; /* FF 6.0+ */ image-rendering: -webkit-optimize-contrast; /* Safari */ image-rendering: -o-crisp-edges; /* OS X & Windows Opera (12.02+) */ image-rendering: optimize-contrast; image-rendering: pixelated; /* Awesome future-browsers */ -ms-interpolation-mode: nearest-neighbor; /* IE */ Again, to no avail. Does anyone know of a work-around for Safari? Thanks. This is for Phaser 2.6.1
  23. andrewdotdobson

    Safari issue with game.state.add

    Hi guys, Currently having the joys of debugging someone else's code when I'm not familiar with Phaser. Currently having an issue where the game won't start in Safari. I'm getting a console error: [Error] TypeError: undefined is not an object (evaluating 'game.state.add') startGame The line the error refers to is: game.state.add('Boot', BasicGame.Boot); console.logging BasicGame.Boot before that line returns the correct function rather than undefined so I'm not sure why it's doing this. Only seems to be in Safari, OSX. Chrome and FF aren't showing the error and the game is booting fine. Any ideas?
  24. Hi guys ! I just spotted what I think is a bug (or rather a compatibility issue). Here is a *very* simple PG : It only prints the depth map on a plane. Here is a screenshot of the PG with Chrome 52 on Windows 7 : Here is a screenshot of the PG with Safari on an Ipad (iOS 9.2.1) : As you can see, no depth map with Apple, the plane is totally black (or gray with the light here). Maybe are you aware of this issue ? (do I hope too much ? ) Is there a WebGL restriction I don't know with Apple ? I had the chance to run the PG on different Macs and iPhones (different versions also), and the issue appears on every Apple device. I don't own any Apple devices but I can make tests at work if you need them. I would be glad to help if I can. PS: I make some tests and it looks like a simple render target texture with a shader material which computes the depth could work. And it seems like the RTT of the depthRenderer has a lot of different properties than the basic RTT I made.
  25. Hi guys, I need your help. This small page is producing a code in Firefox, Firefox ESR, Chrome on OSX each with its latest release. But it's not working as expected in Safari 9. Here is the very very reduced example: Surprisingly it is working on jsfiddle which doesn't make it any more logical I don't get any sound output in safari 9 (still under yosemite) on the first page load. But if I reload it works as expected for any successive reload. There are no external files involved. So what the heck is happening here? This currently happens in my larger project with large files I am decoding and also in this small example. Can someone confirm this? I'm looking into this for some days now and I just don't get it? What do I miss? It feels like a bug that can't be a real bug but rather is some stupid error on my site. Thanks for looking into this. Btw this is the code- easy isn't it? var AudioContext = window.AudioContext || window.webkitAudioContext;var ac = new AudioContext();var oscillator = ac.createOscillator();oscillator.frequency.value = 200;oscillator.connect(ac.destination);oscillator.start();Thanks for taking your time. Regards George