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  1. I have a group of meshes that have OnPointerOverTrigger events. When I mouse over them the event triggers. However, when I mouse over them while they are behind another object that has no events, the OnPointerOverTrigger still triggers. Is there a simple way to make OnPointerOverTrigger not trigger when the mesh is behind another mesh?
  2. Hello, I am trying to use the Pixi.js example for mouse trails, and I wanted to spice it up with switching up the mouse trail every time I click a button Here is the HTML <!doctype html> <html> <head> <style> body{ margin: 0; } </style> </head> <body> <button id = "trailSwap">Swap Trail Color</button> <script src="pixi.js"></script> <script src="mouse-trail.js"></script> <script type="text/javascript"> </script> </b
  3. Hello, I am using babylonjs to implement a 3D visualizations inside my app. The app allows a user to define a scene in a 2D view. The scene is static in the 3D view - meshes cannot be moved, edited etc. A user can interact with objects using mouse - selection by click, hover on mouse move, double click to open in another view. In my opinion the most natural way to present that something is happening when user moves mouse is to change meshes’ colors. Everything works well (50-60 fps) when there isn't much meshes – 300-400. Unfortunately, performance drops down when the scene becomes m
  4. Refer to the link below, for billboard enabled meshes, I added mouse pick event so the camera will target to the mesh which being clicked. However, after click on the mesh which BILLBOARDMODE_ALL is enabled, I got the following error. I'd be really appreciated if anyone can fix this issue. Thanks. https://www.babylonjs-playground.com/#9XBPW4#2 if (!m.actionManager){ m.actionManager = new BABYLON.ActionManager(scene); } var act = new BABYLON.ExecuteCodeAction( BABYLON.ActionManager.OnPickTrigger, pick ); m.actionManager.registerActi
  5. Hi, Can anyone tell me please what the best way to hide a "BETTING CONFIGURATION" container by clicking anywhere on the screen other than that container? Actually i'm detecting the mouse coordinates and comparing with the window / container coordinates, but it's good practice? public static isColliding(mouse: any, object: any): boolean { return !(mouse.x < object.x || mouse.x > (object.x + object.width) || mouse.y < object.y || mouse.y > (object.y + object.height)); } this.baseContainer.interactive = true; this.baseContainer.addListener('pointerdown', () => {
  6. This is my code right now to check if left or right mouse button is down: // Left button down app.stage.on("mousedown", function() { // code... }); // Right button down app.stage.on("rightdown", function() { // code... }); But it doesn't seems to be possible that both events happen at the same time. How would I check if both mouse buttons are pressed? Left and right.
  7. Hello. I tried to get a kind of focus helper with the mouse when the pointer rolls over an item. but i can get a good easing when the mouse are hover a element. I do not know if I explain myself well, but I will try. i use the pointerLock API. when the mouse icon get hover a new elements, i want to help the mouse to move to center of element. But without disturbing the control of the mouse. the idea is to create a focus helper to center the pointer on the elements when the mouse has a contact with the outlines. i try my best to make a codepen. for acti
  8. Hello, I am getting a strange bug in chrome with the pointer lock API. When using chrome on windows 10, the mouse will randomly move to a new location as I move the mouse around. I have repeated this bug on seperate machines. Works fine on firefox. Here's a play ground: https://playground.babylonjs.com/#H9FRSI#2. I removed the non chrome pointer lock stuff. Pointerlock code for chrome: scene.onPointerDown = function (evt) { canvas.requestPointerLock(); }; I would really appreciate any help on this! Thanks!
  9. Hi! I made a small fun game with all cryptocurrencies - https://catch.cryptland.com Need to click on any coin in 60 seconds, while it is moving around. Remember to check Ranking after your score submitted. If anybody has something to say about this fun game, I will be very grateful. Thanks
  10. I'm working on a project where on mobile version you can use two fingers to zoom in and out, pan and rotate a rectangle. How would that work on a desktop or laptop computer with a mouse? Any suggestions?
  11. I'm working with PixiJS to create a web app with OS-like functionality (source here: https://github.com/steverichey/OpenGNOP) so I obviously need to have stuff related to mouse and touch events. I've tried stuff like this (based on the examples): this.interactive = true;this.mousedown = this.touchstart = this.onClick.bind(this);this.mouseup = this.touchend = this.mouseupoutside = this.touchendoutside = this.onRelease.bind(this);But it's hit or miss. BitmapText will function normally but DisplayObjectContainers may or may not, and Graphics seem to never register clicks. Is there something I'm m
  12. I've been working with Pixi for quite sometime with V3 up until now. Recently decided it was time to move some code over to version 4 but have been experiencing some issues with interaction events. I have a button class that originally used both listeners for touch and mouse events to a.) change the visual state of the button on up/down etc b.) perform an action on click/tap. This had been working perfectly fine in version 3 and I could have multiple buttons in a class/container. Switching to version 4 this caused issues with click/tap area where only the last button to be added to a
  13. 1. How to resize the window at any time when I change my window size. Something weird will occur in my app now like the image below.(the right size should be black) 2. How can I directly access mouse local position without listening to an event. I want to deliver my mouse local position to the server even if the mouse doesn't move at all. Thx a lot!!
  14. Hey All, When you set inertia to 0 on the ArcRotateCamera, you can't rotate on a single mousedown/mousemove a great distance. You have to reset your mouse towards the center and drag again to turn a large degree. Can someone tell me what parameter makes it so that moving the mouse traverses more rotation? I've tried neither of these seem to do anything: camera.moveSensibility = 50; camera.angularSensibility = 50;
  15. Hey everyone! I wanted to get a bit of help getting a function working whereby when I hover my mouse over character sprites it will show a there name and title just above the mouse position for each different sprite, I'm unsure if I need to look at going down the route of a mouse hover/mouse over function or i need to create an event listener. If anyone could make a demo that I could play with and learn from or something that would be perfect! Thanks guys! Mezz
  16. Please bear with me, this is very likely going to be a long post. In my quest to implement a pause system with an active ui I found myself investigating input/Pointer.js. Here I discovered the reason that my Buttons were useless when the game was paused. Specifically: input/Pointer.js if (this.game.paused){ return this;}My first, and simplest fix for my use case, was simply to comment out all of the above lines. This allows me to still process Pointer callbacks when the game is paused. In my case, the UI is already set up using callbacks, but the rest of the game uses polling. So it was a
  17. Hi, I am very new to Phaser, so this is a very basic question. I want objects to follow the mouse around the screen. To do this I was going to get mouse position values and then set the x and y coordinates of a sprite to the mouse position. Unfortunately I could not find an example of this from the files and thought that the forums would be the quickest and easiest place for an answer. Thanks!
  18. Hi There is bug when BABYLON.GUI buttons that has been created with custom viewport on camera: buttons can be clicked even if mouse is out of button playground: https://www.babylonjs-playground.com/#08PH4F#1
  19. I wanted to know how to recreate the mouse movement effect I have found in an online example I am trying to recreate, the example is found here: https://www.g-star.com/en_gb/raw Currently I get Jerky movements and fast rotation, I'm looking for infinite gradual scrolling effect which increases depending on mouse position, this is what im using for my mouse movement are there any alternatives or changes I can make to fix this? var mouse = {x:0,y:0}; var cameraMoves = {x:0,y:0,z:-0.1,move:false,speed:0.03}; function mouseMove(e){ m
  20. I have been working tirelessly with this and really struggling to get anywhere, if anyone can offer some form of assistance I would be greatly appreciative. I have essentially set up a reel of characters (staff) as sprites organised by co'ords in three circles, 12 characters per circle, around the camera set at (0,0,0), (Radius of circles are 1.5/1.45/1.4 I have a scene built currently which is super buggy in movement as well. I need it to when the mouse hovers on the left or right side of the screen to rotate the camera continuously scrolling through the images on loop (Cant get wor
  21. Hi, On Firefox the camera stops rotating when your pointer leaves the canvas: http://playground.babylonjs.com/ Which doesn't happen on Edge, IE, Chrome or Opera
  22. Hey guys, I'm very new to babylon JS and I've a problem with understanding how to add a mesh to the cursors movement. Here is an example: try.matterport.com. I've created a playgroud: https://www.babylonjs-playground.com/#S0BZWE The mesh is changing its size and isn't always in front off all other meshes as shown in the exampel (matterport). Can somebody give me some light? Thanks in advance Benji
  23. I have been having problems when I scale my gamemaker 2 html5 game to fit the height of the browser. Once it scales up it no longer detects the mouse position. Without it being scaled to height I am able to click on my enemies, but when it is scaled to browser height I am unable to. I figure it has to do with the scaling to the browser height Thanks in advance! if(os_type == os_windows){ ideal_width = 0; ideal_height = browser_height; start_b_width = browser_width; start_b_height = browser_height; aspect_ratio = browser_width/ browser_height; ideal_width = round(ideal_heigh
  24. Hi, I did setup the LensRenderingPipeline and i noticed that the code i use for picking meshes work awkward away from the center of the screen once I enable lens distortions, if removed all is fine. I am using the pick results from scene.pick(scene.pointerX, scene.pointerY) and is only working with no distortion.
  25. In games agar.io and slither.io, player control is implemented with the mouse. The player is always in the center of the screen and moves in the direction the mouse cursor points to. Phaser.js offers us control only through the keyboard, as there https://phaser.io/examples/v2/camera/basic-follow. Perhaps someone already implemented control such as in agar.io and slither.io using phaser.js? Maybe someone has code samples?
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