The buttons do not work on the cell phone, only on the computer

I am designing an app, when I preview the prototype on the cell phone or tablet the buttons do not work, but when I preview the prototype on the computer they work, does anyone know how to fix it? Thanks

HIya @ADRIANA_CRISTINA_GUZMAN_LEDESM

While I can’t say for certain this is the issue for you specifically, generally these kind of issues indicate that loading your prototype uses more available memory than is available on your phone. You can read about how to Reduce memory usage in files and most of the suggestions there apply to both loading in the editor and prototype loading.

In the desktop app and browser, Figma is subject to a 2GB available memory limit that applies to each browser tab, however a mobile browser generally has an even smaller available memory (the specifics depends on the phone model and OS version).

If this doesn’t help, to find what’s using the memory we suggest duplicating a file and testing the following to see if they help stabilising loading:

  1. Checking the impact of interactive components with variants Because the presentation view currently loads all variants in a set, not just those used in a specific transition, using large variants sets for interactive components uses a lot of available memory. We’d suggest creating a set with only the states needed for a specific transition or disabling interactive components as needed.
  2. Downsizing images added to your file at a much larger size than they’re used at. You can check this by temporarily toggling your image Fill settings to ‘Tile’, 100% which will show you the full image size available to you. If it’s significantly larger than it’s being used at we suggest you either flatten that image layer or export and re-add it as a new fill so it is stored at only the size you need.
  3. Removing hidden layers: Loading and then hiding a large number of layers, especially in components or with images stored in them, can cause a high use of available memory on loading.
  4. Removing stacked masks and effects like shadows and blurs also take a lot of memory to load.
  5. Breaking the prototype up into shorter flows. Currently all frames in a flow are loaded up front, though the team are looking at how to optimise incremental frame loading. For now, where prototypes are crashing, breaking up a flow can help use less memory on load.

If you’re seeing this happen at a specific point in the prototype, I’d suggest starting with the next frame after things stop working.

If you find that any of these help to stabilise loading, you can then decide if it’s best to remove them from your main file or to set up a streamlined version of the file for mobile viewing.

If you’d like us to take a closer look and troubleshoot with you, please file a ticket here.

It would then be best to have someone on our support team assist in looking deeper into your file.