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Found 7 results

  1. Well, my codes were working fine yesterday, this morning something went awry with my pointer observables. Dug a little into it and found similar reproducible results in https://doc.babylonjs.com/how_to/interactions . The playground example (https://www.babylonjs-playground.com/#0XYMA9#1) is working fine for the stable version, when I switch to latest version, clicking on the sphere or plane no longer triggers the pointerup event until I doubleclick. Consistent in the console log as well.
  2. Hi everybody: Only a quick question. Usually I prefer to use "Observables" over others BJS alternatives, in order to manage all user interaction, namely: myScene.onPointerObservable.add(onPointerDown,BABYLON.PointerEventTypes.POINTERDOWN); myScene.onPointerObservable.add(onPointerUp,BABYLON.PointerEventTypes.POINTERUP); myScene.onPointerObservable.add(onPointerMove,BABYLON.PointerEventTypes.POINTERMOVE); ... This works great but it lacks of the functionality of changing the pointer to the one with the hand, so I need to add an extra step, by means of Action Manager: myMe
  3. Hi all! My geme have a menu_1 with buttons, if you click some button, then over an old menu_1 creates a new menu_2 with new buttons, but buttons from menu_1 react for click even if it under of new menu_2. I mean, if my button have observable PointerUp and I am creates sprite over this button, then this button react for PointerUp anyway, even under sprite, how I can hide all Observable buttons under one big sprite, that it don't react for pointer, but when I am delete my big sprite, then buttons start react on poiter again? Thank
  4. Hello, I find that the Observable class is useful to handle events. However the ActionManager class offers more types of events such as long press for instance but we can only use it on meshes. I would like to know the fundamental difference between these two classes. Does one depend on the other ? How can I reproduce the events from ActionManager for the Observable ? Thanks
  5. I'm still a relative newbie with BJS and typescript. I've managed to get observers working in my TS class but I found that I couldn't use "this" instance references within the callback function e.g. class MyMesh extends BABYLON.Mesh { private myMeshChild:BABYLON.Mesh; constructor() { // Create child mesh and add some animation etc. this.myMeshChild.onBeforeRenderObservable.add(function () { console.log(this.myMeshChild.rotation); } } } This compiles fine but results in runtime error "Cannot read property 'rotation' of 'undefined'". But if I instead
  6. Hi, I prepare simple playground : http://www.babylonjs-playground.com/#UP2O8#33 You can see I have registered a CollideObservable in sphere, but when another box cross it, it dosen't execute callback function. Can anybody show me how to use onCollideObservable method?
  7. Hey everyone I am not sure why but if I create two ScreenSpaceCanvas2D in two different scenes, one of the scenes being shown and not the other (stored in a parent object). The function Canvas2D.prototype._updatePointerInfo is called twice each time I move the mouse, once for the shown Canvas, and once for the canvas that is in the stored scene. Since I did not declare a camera in that stored scene the bit of code in babylon.max.js 44657 : Canvas2D.prototype._updatePointerInfo = function (eventData, localPosition) { ... var camera = this._scene.cameraToUseForPointers
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