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Is there any check to find if Rive will run or not on Android Device? #28

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Saurabh7SSR opened this issue Mar 28, 2024 · 4 comments
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@Saurabh7SSR
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I have Unity sprite based fallback gameplay for devices that don't support Rive.

I think I read somewhere in your Rive Android docs that you do that to fallback to Skia when Rive isn't supported.

@Saurabh7SSR
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Claude says this:

package com.yourcompany.yourgame;

import android.opengl.GLES30;

public class PixelLocalStorageChecker {
public static boolean isPixelLocalStorageSupported() {
int[] params = new int[1];
GLES30.glGetIntegerv(GLES30.GL_MAX_SHADER_PIXEL_LOCAL_STORAGE_FAST_SIZE_EXT, params, 0);
return params[0] > 0;
}
}

@Saurabh7SSR
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Also maybe this Angle c method in your webgl code can be used in other builds:

$preprocess_c_code: function(code, defs = {}) {
if(code.indexOf('GL_ANGLE_shader_pixel_local_storage') != -1) {
return code;
}

@pjarnfelt
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Android support is crucial for us to adopt Rive. I am really eager to get it in our game, but without Android support, it's just not feasible. Anyone on the Rive team that can give us a outlook on this? @HayesGordon ?

@damzobridge
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Hi @pjarnfelt , the Rive plugin supports Android. Are you running into any specific issues on your Android devices?

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3 participants