since apple doesnt support swf on phones
just wondering if other phones has some issues on playing swf?

Dani AI

Generated

This thread began with a question from and short device reports by and . Anecdotes help, but the landscape has changed a lot since 2012. Below is a concise, practical update and actionable steps for dealing with SWF content on phones today.

Big picture: Flash/SWF is legacy technology. Support was discontinued and modern mobile browsers no longer run the old plugin reliably, so shipping new interactive content as SWF is risky and insecure. Treat SWF assets as archival or transitional material and plan to migrate or emulate.

Practical migration paths and checks:

  • Classify the SWF first: timeline-only animation, AS1/AS2 (older ActionScript), or AS3-heavy interactive app. The recommended approach depends on that.
  • Timeline animation: export to MP4 (H.264) or recreate as HTML5 Canvas/SVG/Lottie depending on vector needs; use the native <video> delivery for playback on phones.
  • AS1/AS2 interactive pieces: try an emulator (for many legacy files this can work) but test thoroughly across target browsers and OS versions.
  • AS3-heavy apps or games: plan a port—options include reauthoring in JavaScript/Canvas/WebGL, using Haxe/OpenFL, or moving to a game engine that exports to WebGL. Converters exist but full rewrites are often necessary.
  • Archive strategy: keep original FLA/assets and also create a high-quality video capture for preservation.

Testing and deployment notes: always verify on the actual devices and browsers your audience uses, provide graceful fallbacks (static image or video) when interactivity isn’t available, and prioritize performance and security. Given the mixed device reports in this thread, assume inconsistent runtime support and migrate SWF content when feasible.

No problem in Galaxy.

Blackberry won't play swfs.

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