I have different dehavior on iOS and android when I do a CCDelayTime in an action on a sprite that hasn’t been drawn yet:
If i put something like this, in the same function that creates the sprite:
_sprite->runAction(CCSequence::create(CCCatmullRomTo::create(1, array2),CCDelayTime::create(1), done,NULL));
It can’t really explains what goes wrong, but it has a different behavior, and it’s jamming all my timers, it’s a bit like if something had not been initialised.
On iOS it’s OK.