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No keyboard events on new scene


ibGoge
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Hi,

When loading a new level I dispose the old scene and create a new one. My input system observes a new scene was created, unsubscribes itself from the old one, and subscribes to the new scene.

The mouse events continue on as normal from the new scene but the keyboard events stop.
If I remove focus from the canvas, focus on another html element, and then return to the canvas, I begin to receive keyboard events again.

The 'keyboard info' console log stops when the new scene is attached to.

Am I missing something else that needs to be done to recapture the keyboard with a new scene?

 

Thanks!

attachScene(scene) {
    this.clearStates()
    this.scene = scene
    this.onKeyboardObserver = scene.onKeyboardObservable.add((info) => {
      console.log('keyboard info', info);
      this.handleBabylonOnKeyboard(info)
    })
    this.onMouseObserver = scene.onPointerObservable.add(this.handleBabylonOnPointer, BABYLON.PointerEventTypes.POINTERDOWN | BABYLON.PointerEventTypes.POINTERUP | BABYLON.PointerEventTypes.POINTERMOVE);
  }
detachSecne(scene) {
    this.clearStates()
    if (this.scene == undefined) { return }
    this.scene = undefined
    scene.onKeyboardObservable.remove(this.onKeyboardObserver)
    scene.onPointerObservable.remove(this.onMouseObserver)
    this.onKeyboardObserver = undefined
    this.onMouseObserver = undefined
  }
createScene() {
    if (this.currentScene) {
      this.currentScene.dispose();
    }
    if (this._camera) {
      this._camera.dispose();
      this._camera = undefined;
    }
    // remove watched game objects
    Object.values(this.objects).forEach(object => this.removeObject(object)) 
    // reset material cache
    this.cachedMaterial = {}
    // create new scene
    let engine = this.engine
    this.currentScene = new BABYLON.Scene(engine)
    this.currentScene$.next(this.currentScene);
    // create default min light level
    var light = new BABYLON.HemisphericLight("HemiLight", new BABYLON.Vector3(0, 1, 0), this.currentScene);
    light.color = new BABYLON.Color3(0,0,0)
    light.intensity = 2 * 0.1
    window.ambientLight = light
  }

 

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