Closed hrshs closed 3 years ago
Yeah, seems like it's a bug. I'll fix it as soon as I can.
I am having the same issue. I had to downgrade the package for now. Appreciate very much if you can fix it.
@ZhuBoao I called Vibration.hasVibrator()
only in android platform. I think it didn't cause any problem because the developer just check the device is physical or simulator.
@ZhuBoao I called
Vibration.hasVibrator()
only in android platform. I think it didn't cause any problem because the developer just check the device is physical or simulator.
@hrshs I guess the iPad or maybe some iPods running iOS doesn't have any vibrator, so there should be a proper fix on iOS as well. Anyway, if the app only runs on iPhones, I agree we could safely assume that hasVibrator()
return true.
@ZhuBoao Which version are you downgrading it to?
@ZhuBoao I created #52 for testing. If you have a physical device to test it on - I would really appreciate it. I don't have any, so that's why iOS code is kind of neglected.
I just published version 1.7.3. Hope it works!
@benjamindean I just tested 1.7.3
on my iPhone X, and it works. Thanks!
Seems like the issue was resolved. Simulator env detection was migrated from Objective-C by mistake.
Vibration.hasVibrator()
in iOS always promis false. I've checked swift code and you get the value ofhasVibrator
fromTARGET_OS_SIMULATOR == 1
and then this code always returns false in physical iOS device. What's wrong?