pingu Posted September 9, 2018 Share Posted September 9, 2018 Hi, In my FB Instant game, I open FB's invite dialog using `FBInstant.chooseAsync()`. It opens up the dialog. Once the dialog is dismissed I see that for about half a second, the game is stuck (as if transitioning). If you tap on the game during this split second, not only does Phaser not receive the input, but also stops receiving further inputs. So pressing during this "stuck" phase after closing the FB dialog shuts down all future inputs to Phaser. However, if I wait after about a second so that my game is running properly, it accepts inputs normally. This whole behaviour is prevalent only on iPhone only. Here is my best attempt to overcome this problem which didn't work: // Whether invite is completed var chosenContext = false; // Handles invite button clicks function inviteBtnHandler() { // Disable inputs this.input.manager.touch.capture = false; // This is when control goes away from the game FBInstant.context.chooseAsync().then(function() { chosenContext = true; }).then(function() { chosenContext = true; }); } function update() { if (chosenContext) { // control resumed chosenContext = false; // enable inputs this.input.manager.touch.capture = true; } // rest of stuff } However this did not work. I really am not sure what is going on here. Can anyone please help? Thank you Link to comment Share on other sites More sharing options...
pingu Posted September 12, 2018 Author Share Posted September 12, 2018 Looks like this is a bug https://github.com/photonstorm/phaser/issues/3756 I am looking for a safe workaround until it is fixed. Link to comment Share on other sites More sharing options...
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