Closed RyanDavidsonDev closed 8 months ago
bad news: the issue originates from warpCursorPause() straight up not working in webGL builds. a workaround will be needed if we're still going to ship in webGL
one possible solution might involve refactoring player movement to be adjusted by change in cursor position. Rather than directly setting it as we're doing now:
if(cursor moves){
vec2 movement = cursorPos - cursorPosFromLastFram
playerPos += movement
instead of playerPos == cursorPos
might be an issue with lockMouse()? does it work if we don't lock mouse? alternatively, what state is the mouse in before entering pause? why doesn't it go back there