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  1. cool, thanks for that. i guess i need combine that with: camera.updateUpVectorFromRotation = true; because i need to be able to set the camera to any position and keep the camera-roll. But somehow i can't get it work. Here is a PG:
  2. Hi, does someone know how to implement a camera roll with the arcrotatecamera? I am thinking it might be the rotation property, but i tried to set it and it didn't work... so i am not talking about the alpha and beta attributes but there must be another one
  3. awesome! in the babylon GUI docs was written: Please note that only one fullscreen mode GUI is allowed per scene i didn't even try than to create two advanceddynamictextures.. thanks! does someone know why the docs say so?
  4. hi sebavan, thanks for your response! i guess you forgot to save the PG before sending the link?
  5. Hi everyone, i have a setup with two cameras and i need to show some GUI elements in one viewport while showing other elements in the other one. But it seems like i can only set one layermask for all the GUI elements. Is there any workaround? PG example: In the example i would want to have the green box only rendered only with camera1 and the red box only with camera2 In the end i will use this for dropdown elements in the different viewport panels to individually change the settings of the cameras that are used for the rendering
  6. but i am just realizing - pointerX and pointerY in the babylon scene are still not overwritten using that code. i would expect those values to be 500 but both are set to 0
  7. thanks for your answers! the manual interaction with the observable works fine. this.doSomething() is called on every move actually as it seems, i printed some console statements to test that. I had only troubles with writing automatic tests for the doSomething() code because i could not push an pointerevent into the observable - so it is difficult to write a PG for that. but i FINALLY found out how to get my mouseevent in there const pointerevent = new MouseEvent('click', {clientX: 500, clientY: 500}); scene.onPointerObservable.notifyObservers(pointerevent); notifyObservers... it was too obvious ^^ .. well.. Thanks again, have a nice day!
  8. Hi i am trying to write some tests to check if the pointerevents are processed correctly, but i have troubles triggering an onPointerObservable event. this._scene.onPointerObservable.add(() => { this.doSomething(); }, BABYLON.PointerEventTypes.POINTERMOVE); test doesn't call the soDomething() function: const pointerevent = new MouseEvent('click', {clientX: 500, clientY: 500}); scene._onPointerMove(pointerevent, new PickingInfo(), PointerEventTypes.POINTERMOVE); does someone have an idea what i am doing wrong? For the doSomething() i just need pointerX and pointerY, i do not need the picking info
  9. Hi everyone, one quick question: Is it possibel to set preventDefaultOnPointerDown for babylonjs GUI? PG example: The move method is only called if the pointer is not down. Can i change that?
  10. the missing hint - thank you! just in case someone has a similar setup: i need to render the GUI elements in every viewport, but i just need to change the order in which the cameras are stored within activeCameras depending on the pointerposition and than the interaction with the labels works as expected.
  11. could you have a look at those two playground examples as well? the first example works fine while in the second example i added a second viewport and than the events are triggered slightly above the image. does works: doesn't work:
  12. Hi together, i have some problems with the babylon GUI Image Observables for pointer events: if my viewport height is lower than 1 the pointerevents are not catched at the right position I will share two playgoundexamples: This works: This doesn't work: Did i forget to set an attribute?