I'm having a strange problem. I have a little piece of UI that "spring" animates when the user taps it. It expands the first time, and shrinks the second time, and so on.
On the simulator for an iphone 6, it flies - works great.
On my device (running with debug=false & no remote JS debugging), the first time I tap it works fine, but I'm noticing if I tap it a lot, it seems like the taps start to build up and everything starts to lag. As in the animation will be responding to taps from seconds earlier. (To reiterate, this does not happen in the simulator).
I've put the animation in a requestAnimationFrame block (that I am clearing on unmount), but that didn't seem to fix it.
The memory for the app never seems to be above 90MB when this is happening, and CPU has jumped when the animation starts, but drops back down pretty quickly.
The only other thing I can think of, is that the video component is present.
Should I be trying to stop previous running animations on successive taps?
I'm having a strange problem. I have a little piece of UI that "spring" animates when the user taps it. It expands the first time, and shrinks the second time, and so on.
On the simulator for an iphone 6, it flies - works great.
On my device (running with debug=false & no remote JS debugging), the first time I tap it works fine, but I'm noticing if I tap it a lot, it seems like the taps start to build up and everything starts to lag. As in the animation will be responding to taps from seconds earlier. (To reiterate, this does not happen in the simulator).
I've put the animation in a requestAnimationFrame block (that I am clearing on unmount), but that didn't seem to fix it.
The memory for the app never seems to be above 90MB when this is happening, and CPU has jumped when the animation starts, but drops back down pretty quickly.
The only other thing I can think of, is that the video component is present.
Should I be trying to stop previous running animations on successive taps?