Couldn't detect rapid taps at 60Hz update speed

Monkey Targets Forums/iOS/Couldn't detect rapid taps at 60Hz update speed

Grey Alien(Posted 2013) [#1]
I'm porting a shoot 'em up to iOS and when I tapped rapidly twice it wasn't detecting the second tap. I boosted the SetUpdateRate to 120 and now it works fine. But was that the best way to do it as now surely the game will be taxing the CPU and GPU a lot more?

Is there a way to boost the input only (someone said there was in Unity) but not the general logic and rendering?


Volker(Posted 2013) [#2]
Ignition has support for input caching.
Played never with that myself so can't tell more.

' iCacheMouch
' Enable caching of mouse activity.
' Caching IO activity can prevent input lag when a low frequency is used. See also #SetFrequency, #iKeyHit, #iKeyDown, #iMouseHit, #iMouseDown, '#iTouchHit, #iTouchDown, #iJoyHit, #iJoyDown.


dragon(Posted 2013) [#3]
is this the same problem?:

http://www.monkeycoder.co.nz/Community/posts.php?topic=4193


Grey Alien(Posted 2013) [#4]
It could be the same as if I did rapid taps many would be missing and I was using TouchDown() Try boosting your update rate to 120Hz and see what happens... Also might be worth linking to this post in your bug report in case it is the same.


Grey Alien(Posted 2013) [#5]
OK forget this. It was down to a dumb bug in my code. All is good now!!