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game.input.activePointer.movementX is always returning 0


JakeCake
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Whatever I try, game.input.activePointer.movementX and game.input.activePointer.movementY always returns 0. Am I wrong to assume that they should return the distance the pointer has moved since the last frame?

 

rawMovementX & Y does the same thing by the way.

 

Any solution, have I forgot to enable something? Docs are not to much help on this one.

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These values are for when the mouse is locked with Mouse.requestPointerLock; I think you'd have to roll your own delta routine to get the distance the pointer has moved, though it's pretty trivial to do - just save the position, then each frame compare the current position with the previously saved one to get your difference.

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I have just made a delta system. As you said, it's quite trivial to make one, didn't take much longer than writing this topic, but I was mostly just curious about the function, since I couldn't get it to work no matter what I did.

 

I will mark your answer as accepted, thank you, and then read up on the requestPointerLock to see if it's something I can perhaps use in some other project.

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