VictorF Posted November 22, 2018 Share Posted November 22, 2018 Hi All I'v just tried to make a fast example of double tapping in a mobile device but none of the two methods I know worked properly: scene.onPointerObservable.add((pointerInfo) => { switch (pointerInfo.type) { case BABYLON.PointerEventTypes.POINTERDOUBLETAP: console.log("POINTER DOUBLE-TAP"); break; } }); window.addEventListener("dblclick", function () { console.log("POINTER DOUBLE-TAP B"); }); Both are working ok in PC and in the desktop version of the web in my mobile device (Google Chrome) Any idea about this? Thank you in advance! Quote Link to comment Share on other sites More sharing options...
Nodragem Posted November 22, 2018 Share Posted November 22, 2018 That might be a slightly different issue but I thought I would bring it to the discussion in case it's related: I recently had a Galaxy Note user who reported that a double-tap on my game canvas would zoom-in, and then there will be no way to zoom-out. My code is not handling double-tap and I did not experience the problem on my own device (Moto G5) so, I believe that there must be a default behaviour for double-tap on Galaxy Note? Hope that can help. Quote Link to comment Share on other sites More sharing options...
VictorF Posted November 22, 2018 Author Share Posted November 22, 2018 In my case it is a Xiaomi MiMix 2s (a chinese but high end device) Quote Link to comment Share on other sites More sharing options...
VictorF Posted November 22, 2018 Author Share Posted November 22, 2018 Forget about that <canvas id="renderCanvas" touch-action="none"></canvas> touch-action="none" makes my test work on ios devices but brokes the double-tap Quote Link to comment Share on other sites More sharing options...
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