Reputation: 1687
I'm experiencing an issue where the first call to touchesBegan:withEvent:
on a UIView
or UIViewController
is delayed when you touch on the left edge of the screen. This seems to be a new issue with iOS 10, and only happens on devices with 3D Touch (iPhone 6s and newer). In fact, if you disable 3D Touch in General->Accessibility, the issue goes away.
However, the issue doesn't seem to happen when you use UIGestureRecognizers
. My workaround at the moment is to create a UIGestureRecognizer
subclass that overrides the touches*
methods and forwards them to my old implementation.
Is this just a bug or is there a way to get rid of the delay?
Upvotes: 6
Views: 2507
Reputation: 1859
This works for me
override func viewDidAppear(_ animated: Bool) {
super.viewDidAppear(animated)
if let window = view.window,
let recognizers = window.gestureRecognizers {
recognizers.forEach { r in
r.delaysTouchesBegan = false
r.cancelsTouchesInView = false
r.isEnabled = false
}
}
}
Upvotes: 1
Reputation: 352
in iOS 13.2. it seems that trick is not possible:
[Warning] Trying to set delaysTouchesBegan to NO on a system gate gesture
recognizer - this is unsupported and will have undesired side effects
Looks like the only solution is disable 3D touch in Settings.
Upvotes: 1
Reputation: 331
Like danialias I'm working on a game. The solution I found (currently working, tested on an iPhone with 3D Touch enabled, where this was a real issue up to this point..) works for both games/apps:
It seems that UITapGestureRecognizer doesn't suffer from this delay, so simply add one to your view, and use it to handle taps.
In my game, I store touches and handle them on every interval update, so I overrode
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch
and there I stored the UITouch instance and returned NO.
-(BOOL)gestureRecognizer:(UIGestureRecognizer *)gestureRecognizer shouldReceiveTouch:(UITouch *)touch {
[self.touches addObject:touch];
return NO;
}
Upvotes: 3
Reputation: 43
Purteeek solution seems to work nicely in my case too. This is an objective-C implementation for SpriteKit:
- (void)didMoveToView:(SKView *)view {
UIGestureRecognizer* gr0 = view.window.gestureRecognizers[0];
UIGestureRecognizer* gr1 = view.window.gestureRecognizers[1];
gr0.delaysTouchesBegan = false;
gr1.delaysTouchesBegan = false;
}
This doesn't mess with other gesture recognizers, and the system 3D Touch still works fine. I wonder why this is not the default behavior.
Upvotes: 1
Reputation: 159
try adding this to the viewdidappear method. this might fix the issue. it happened with me as well but i got this code from stack overflow that fixed my issue. hope it helps you too
let window = view.window!
let gr0 = window.gestureRecognizers![0] as UIGestureRecognizer
let gr1 = window.gestureRecognizers![1] as UIGestureRecognizer
gr0.delaysTouchesBegan = false
gr1.delaysTouchesBegan = false
Upvotes: 7