Closed desmofab closed 2 years ago
In my testing, set input.activePointers
to 3
can work. (But 2
can't, I guess that 2
means 1 mouse and 1 touch pointer).
Or try this line scene.input.addPointer(1)
, without setting input.activePointers
. See this demo.
Thank you @rexrainbow, you're right, it works setting activePointers
to 3
. I think I misunderstood the docs
1 in desktop
2 in touch device. (0 for mouse, 1 for 1 touch pointer)
and I was also sure I set activePointers
to 3
, just an attempt, but, ok, it's been clearly a stupid mistake... better this way.
Thank you again.
Hi, first of all thanks for all these amazing plugins and for all the time spent on them, I really appreciate that. I've a just a simple question about VirtualJoystick plugin: Using Phaser3, I was trying to implement a virtualjoystick plugin (player move), and a simple fire button. They actually work like a charm, but only if I press one of them individually. When playing on a mobile device, if I keep the joystick pressed (because of moving), the fire button doesn't work. I've to release the thumb on virtualjoystick before, either the joystick or the button I mean. Trying to debug using devtools on Chrome, it seems that the
click
event on the button, doesn't fire at all if you are moving the joystick. I've already setactivePointers
to2
(but also 3,4...) in game config, and also triedsetInteractive()
with no luck.This is my code:
this is my game config:
and from my package.json
Any ideas?
Thank you in advance