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Showing results for tags 'bugs'.
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Hi everyone, I start learning to use your software because he is really interesting and usefull but I encounter a serious problem with blender export animation. So I create some asset and put them little simple, but when I export the file and put it in babylon, all the animation are compiled in one and apply in all the assets; Let me show you with screen shots. As you can see in the first screen the asset have their own animation but in the 2 and 3 screenshot they have all animation of all the assets Is there a solution about that ? I'll be glad if someone as an answer, thanks you very much and have a nice day.
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So i just bought scirras construct 3 game making program and ended up finding myself lost in a sea of bugs, but when i said i wanted a refund ...this ... is ... what ... they replied.... they even locked my thread on their forum and demanded that i give them the source code of my game..... https://www.scirra.com/forum/when-can-i-expect-a-reply-from-scirra_t200990 and after the thread got locked https://www.scirra.com/forum/you-just-locked-the-thread_t200995 they totally ignored me .... unbelievable ...
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Hi, on Chrome 63 (12/12/17) there is a Pointer Lock bug. When trying to spin around 360 degrees, the camera angle will randomly snap back to start position. I filed a problem report with the Chrome team, hopefully it will be resolved soon. Just wanted to let people know. Thanks!
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- chrome
- pointerlock
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Hello, So I am working on my game: https://megabyterain.itch.io/firewall and it works pretty well, but I wanted to add some features to it. Mainly, I wanted to add powerups to help keep things interesting. Anyway, while I was doing so, all the sudden I noticed my code got super messed up. No console errors pop up, but my game will just stop spawning blocks after you get a power-up. In my original game, the only timer was the one that controlled when new blocks should be created. However, when I added another timer to stop the powerups (simply changing a variable back to its original state) it seems like the timer that controls the creation of new blocks stops working. Here is some sample code createPackets: function(){ //creating the square/packets... game.time.events.add(800-(this.score*1.15),function(){ this.createPackets(); //recursive function. Worked fine before },this); } //other code and stuff //on collision if(daBlock.type == "slow"){ //if the box is a slowing powerup this.speedModifier = currentSettings.powerups.slow.amount; //set speed mofifier game.time.events.add(currentSettings.powerups.slow.time, function(){ console.log("stop slow powerup"); this.speedModifier = 1; },this); } //when I remove the second timer everything works fine, but otherwise the packets/boxes/squares stop getting created after getting a powerup
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First off BabylonJS is awesome! I am having a problem with CSG currently. This error I get only seems to happen on Chrome on Windows. Edge on Windows and all Mac works fine. I have an app that is creating CSG on the fly. This is for a foam case building app that I am working on. For a gun shape that has two circles for finger notches as seen in the 2d image below. You can also see in the image below the points of the polygon I am rendering. We've added two circles to the render as well. When I run this as a `CSG subtract` in BabylonJS on Chrome on Windows for certain shapes, with an example below. I get the following error: Uncaught TypeError: Cannot read property 'normal' of null at Plane.splitPolygon (eval at globalEval (app.js:1), <anonymous>:48668:68) at Node.build (eval at globalEval (app.js:1), <anonymous>:48826:28) at Node.build (eval at globalEval (app.js:1), <anonymous>:48836:27) at Node.build (eval at globalEval (app.js:1), <anonymous>:48836:27) at Node.build (eval at globalEval (app.js:1), <anonymous>:48836:27) at Node.build (eval at globalEval (app.js:1), <anonymous>:48836:27) at Node.build (eval at globalEval (app.js:1), <anonymous>:48836:27) at Node.build (eval at globalEval (app.js:1), <anonymous>:48836:27) at Node.build (eval at globalEval (app.js:1), <anonymous>:48836:27) at Node.build (eval at globalEval (app.js:1), <anonymous>:48836:27) This error is a little bit beyond my understanding of Babylon. I don't think that I have any complex lines where the lines are over lapping one another and I also don't know how to catch this error. Would be great to be able to catch the error if we can't fix it. Again thanks for the great library.
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This may or may not be a bug, but tri planar terrain causes point lights to have an finite range. Seems to work fine in babylon.js playground.Will upload code tomorrow.
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- babylon.js
- terrain
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Hello! I found something interesting today... I decided to upgrade my Phaser version to the new one (2.4.6) a.k.a. "Baerlon". I stumbled upon 3 bugs that are gone the second I turn back to 2.4.3. And the problem is not in my code - all I do is change files. One of the bugs is in a separate thread I made earlier today. The other two came up right now. One of them is this: I have two canvases: one for my menu and one for my game. After I pause the menu canvas, open the game canvas, end the game and destroy the game with it's destroy() method, I get this error every time I blur or focus the menu canvas. Why? The second one is that when I try to set the game object to undefined (after using it's destroy() method), something crashes on mobile. If I remove the line where I do that, the crash doesn't occur. The lower version of Phaser doesn't crash, though. The problem may lie in my code, but I just point that out. I mean, I set the game to undefined, which is not so great. I do that because I want to absolutely know that everything related to the game object is gone, since the game is over and the player is back to the menu, where he can start a new game and create a new game canvas (and repeat this process). Thanks!
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Hello guys I meet some trouble with BabylonJS and AngularJS. I have an angular project and some babylonJS scripts. I would like to integrate my babylon pages into my pages made with angular. When I just open a babylon page by double clicking, everything is working well. When I ask to angular to open this same page into another page (with a div for instance with ng-include), my 3D environment loads and appears without problems while one second and then all my lights shut down but I still can see my animation working (but in the dark). I have an error in the console "WebGL is not supported". This error does not appears when I'm opening my page alone without angular. I really don't know why angular reacts like that. Does someone has an idea? Hope my explanations were clear, if not, do not hesitate asking me questions Thanks for your help !
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At least two examples on the official website failed to work. 1) http://phaser.io/examples/v2/input/override-default-controls 2)http://phaser.io/examples/v2/input/keyboard-justpressed Based on the info shown in Chrome console, both examples encountered the same error: justPressed is not a function. Does anyone have any ideas about it?
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Hi guys! I am not very good at phaser. I am developing Flappy bird for Android with help of Intel XDK. The problem is that i don't know how to change controls from spacebar to touchscreen. Here is the code example: var spaceKey = this.game.input.keyboard.addKey(Phaser.Keyboard.SPACEBAR); spaceKey.onDown.add(this.jump, this); Thank you
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Hi all, I just posted this issue over here at the PIXI github (https://github.com/GoodBoyDigital/pixi.js/issues/1038) - But thought it might be worth it to fire up a discussion and see if anyone had come accross the issue before. I'll give a brief overview incase people can't be bothered to look at the github link, basically what's happening is this : webGL Renderer -> canvas Renderer That's two sprites on a blank stage, one is a standard PIXI.Sprite (the square) and the other is a PIXI.TilingSprite (the circle) - under webGL it runs fine, under canvas it fails...as you can see. The code to reproduce the issue is over at the above mentioned github link. I'm using the latest PIXI and have tested it on firefox, chrome, and using cordova crosswalk on android devices. I also have a secondary question for anyone familiar with cordova crosswalk (or just plain crosswalk as well) When I build this into an app using crosswalk, on one of my test phones it forces the canvasRenderer when I use autoDetectRenderer. And when I try to set the renderer manually with "renderer = new PIXI.WebGLRenderer" I get an error saying the phone does not support webGL. However, when I build this using intelXDK (which as far as I know uses cordova crosswalk) the issue never arises, it's as if the phone magically can use webGL again. Any Ideas?
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Number Garden Arithmetic bugs from the forest of Lost algebra have taken over the park. Are you smart enough to help Lime and Minet the cat to stand against the neverending wave of maths bugs? Challenge yourself, learn maths and have fun. add them up in your head, no calculators, GO! Download the game from hereMore information about the game here Hi everybody!This is our first post here on the forum even if we have been lurking from a few months ago.We have just released our first game and we want to share it with you.Working with Phaser was a great pleasure: the documentation, the examples and the community support are just amazing! We created a game to help children (elementary - middle school) exercising their math skill while having fun. Nonetheless, we've heard that many adults are getting hooked up too. This is our first game ever so any feedback or comment is welcome. Thank your for your time