[PAID] Cocos2dx C++/Android Quick Fix required

[PAID] Cocos2dx C++/Android Quick Fix required



We need some help to fix an issue. Payment can be made via paypal or amazon gift card.


  • Device running Android 7.1.1 / 7.0.0
  • Issue has been checked on Moto G5S / G5.
  • Issue has been checked on Cocos 2dx 3.17 and Cocos2dx 3.10

Fix required:

  • Create new cocos 2dx c++ project with manifest settings for Landscape view only
  • Build/sign APK
  • On first launch of the APK, logcat sometimes shows a warning “Screen frozen for … msecs” aka “Frozen frame”
  • Get adb dump gfx outout and check max render time for frames, currently we are seeing frame time for 1 frame exceeding 700 ms ( See: https://developer.android.com/topic/performance/vitals/frozen )


  • Ideally frame render time should be < 16ms and never come close ( See: https://developer.android.com/topic/performance/vitals/render )
  • Src Code changes
  • After verification, we will sign and upload the APK and wait for Google Play Pre-Launch Report which should not report any frozen frame with the devices running Android 7.0.0 and 7.1.1 (currently Mate 9, Pixel, LG G6)




@slackmoehrle any recommendations for who might be up for the job?


Note: The Android vitals dashboard and Android system keeps track of frozen frames for apps that use the UI Toolkit (the user-visible portion of the app is being drawn from Canvas or View hierarchy). If your app does not use the UI Toolkit, as is the case for apps that are built with Vulkan, Unity, Unreal, or OpenGL, then frozen frames and other render time statistics are not available in the Android Vitals report. You can determine if your device is logging render time metrics for your app by running adb shell dumpsys gfxinfo <package name> .

interesting issue.