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May I ask why this was needed in your game? Does it have long cut scenes or something like that? |
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Yeah, we’ve got pretty long narrative sections and also because kids have a tendency to get briefly distracted and then frustrated when the device goes to sleep. I went down this route because the iOS target didn’t exhibit the same behaviour (via idleTimerDisabled), so made sense to standardise. However, definitely better if configurable across platforms. |
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That seems pretty reasonable. May happen a lot for games. Would you rebase this change on latest master? I have merge conflicts. |
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We were asked to make sure the screen didn't go off during gameplay on Android. Whether or not this is desirable default behaviour, I'm unsure, however it does seem to be consistent with the iOS target, which seems sensible.