Gijs Posted September 26, 2018 Share Posted September 26, 2018 Hi all, You can see it in the playground below. The gizmos work fine in the right scene (scene2, which was created last), but for the left scene, the gizmos appear in the right scene, and they don't work! If you crate the right scene before the left one, the behavior is switched. http://www.babylonjs-playground.com/#EESWVZ#2 @trevordev do you know what's going on here? And thanks for making the gizmos, can't wait to use them! Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 26, 2018 Share Posted September 26, 2018 @Gijs this looks like an issue. Created this PR with a fix. https://github.com/BabylonJS/Babylon.js/pull/5261 after the next nightly the gizmos should work in your PG. Let me know if you have any other issues. Gijs 1 Quote Link to comment Share on other sites More sharing options...
Guest Posted September 27, 2018 Share Posted September 27, 2018 Merged! Gijs 1 Quote Link to comment Share on other sites More sharing options...
Gijs Posted September 27, 2018 Author Share Posted September 27, 2018 21 hours ago, trevordev said: @Gijs this looks like an issue. Created this PR with a fix. https://github.com/BabylonJS/Babylon.js/pull/5261 after the next nightly the gizmos should work in your PG. Let me know if you have any other issues. It works!... sort of. There's another bug, with the bounding box gizmo. When the attached mesh is clicked, mousedown will fire then no longer. It's only the mousedown, and nothing more. pointerdown works fine, both on the JS event system and that of Babylon. Demo: http://www.babylonjs-playground.com/#YLWLLP Note the scene.preventDefaultOnPointerDown = false; I've looked into it, but I haven't found the cause yet ? Quote Link to comment Share on other sites More sharing options...
trevordev Posted September 27, 2018 Share Posted September 27, 2018 Thanks for finding this. This PR should get the mouse events working https://github.com/BabylonJS/Babylon.js/pull/5269 . Btw I think its recommended to always use pointerEvents based on this thread but let me know if you run into any other issues related to this. Gijs 1 Quote Link to comment Share on other sites More sharing options...
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