gamedev44

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  1. gamedev44

    Data Save

    Thanks i will
  2. gamedev44

    Data Save

    Hi, If I allow a user to move meshes around, are there any built in functions to save out the scene, so I can load it back in ? Thanks
  3. gamedev44

    Universal camera on mouse up

    Hi, Thanks I found the fix by combining document.onmouseout with another thread here that describes how to test if the mouse is still in the document using coordinates, which covers the situation when the pointer is down while dragging the camera onmouseout.
  4. gamedev44

    Universal camera on mouse up

    The iframe is more difficult. 1. This function does not fire when the camera is being moved with the mouse down out of the iframe: window.onmouseout = function () { console.log("out"); } 2. I don't know what function to call to simulate a mouseup event to the camera, when the mouse leaves the iframe
  5. gamedev44

    Universal camera on mouse up

    Here is a the button fix which is a little backwards.. 1. By default isPointerBlocker is set to true which lets the camera keep rotating with the mouse on a mouse up event over a button. That leaves the camera in a strange state where it can start to zoom in. 2. isPointerBlocker set to true doesn't stop mouse events from reaching clickable meshes, so I had already distinguished between button mousedown and mouse up events with code to prevent my clickable meshes reacting to clicks on the button above. I did this by setting a boolean "button_pressed" to true onPointerDownObservable and "button_pressed" to false onPointerUpObservable so that my general onpointerdown function could reject picking meshes if button_pressed is true. So I can then set isPointerBlockerto false because I'm not using it and get the camera to listen to onmouseup over the GUI buttons.
  6. gamedev44

    Universal camera on mouse up

    all my buttons have this: button_center.onPointerUpObservable.add(function (event) { button_ui_up(); }); Is there a call I can make to tell the camera the mouse is up in there?
  7. gamedev44

    Universal Camera default movement

    I decided to use the arcrotate camera so the user experience would be the same on mobile and desktop...thanks
  8. gamedev44

    Universal Camera default touch movement

    I decided to use the arcrotate camera so the user experience would be the same on mobile and desktop...thanks
  9. gamedev44

    Universal camera on mouse up

    Seems that there are two reasons 1. I have babylon in an iframe - so the document listener doesn't include the parent 2. I am using babylon gui buttons and the mouse up isn't captured when I release over a button
  10. gamedev44

    Universal Camera default movement

    Hi, Yes i looked at that but I thought there might be a simpler way of turning off the movement. Thanks
  11. I usually use a document on mouse up listener when implementing drag and drop, in case the user releases the mouse outside of the canvas. I find that the universal camera misses on mouseup even within the canvas. How do implement a document on mouse up listener with the universal camera, what do I call from the listener?
  12. The Universal camera on touch will move the camera left or right based on a left or right swipe and up and down based on up and down swipes as expected. It will also slowly begin to rotate the camera, how do I disable rotation based on swipes so that I can use a ui control to change the rotation of the camera and use swipes just for movement.
  13. When I use a mouse it rotates the camera as expected., but if I hold the mouse down the camera will drift forward or backward. How can I disable the movement based on the mouse input? I just want the mouse to rotate the camera and leave the movement to key input.