gamefan Posted May 19, 2017 Share Posted May 19, 2017 Hi, Don't know if this is intended behavior but ActionManager executes actions on disabled meshes too. Don't want it run on disabled meshes. Also actions registered with a parent mesh are not executed by children. Got children to execute parent action by registering action to each end child. For meshes disposed/created actionManager to toggle action execution when they are disabled/enabled. So found a way around both, if anyone is looking for it. If there is a better way, please tell. Would love to see ActionManager handle this internally. Thankyou And yeah pg: http://www.babylonjs-playground.com/#IJKYDQ Wingnut 1 Quote Link to comment Share on other sites More sharing options...
GameMonetize Posted May 29, 2017 Share Posted May 29, 2017 Hello you can define the predicate used by the actionManager with scene.pointerDown/Up/MovePredicate: https://github.com/BabylonJS/Babylon.js/blob/master/src/babylon.scene.ts#L1206 And you are right, we need to add mesh.isEnabled in the default predicate Quote Link to comment Share on other sites More sharing options...
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