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Android When Drag Over puzzle is not working

Home Forums Bug Reports and Feature Requests Android When Drag Over puzzle is not working

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Viewing 15 posts - 1 through 15 (of 19 total)
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  • #61671
    Gelo29
    Participant

    We tested that Dragging on Android is not working, But works on Apple. Do we have to enable other settings?

    This is the test link we created.

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    #61673
    Gelo29
    Participant

    #61699
    kdv
    Participant

    when hovered puzzle is a little useless on sensor devices. And your logic registeres when dragged over listener every time the object is hovered…

    https://v3d.net/hqe

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #61723
    Gelo29
    Participant

    I’ll test this one out, Thanks kdv

    #61734
    kdv
    Participant

    One more way (and more correct) to register dragging for all meshes existing in the scene

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #61754
    Gelo29
    Participant

    I can’t make it work, Because we are cloning the objects. And I think there is a delay and it doesn’t work now on PC. I will try to send the puzzles.

    #61755
    Gelo29
    Participant

    I think the issue now is that We can’t drag any newly added object using Clone or Append.

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    #61775
    kdv
    Participant

    when dragged over puzzle is a function that just registers an event listener for selected (and already existing in the scene) objects. Dragging for cloned objects should be registered this way

    The when clicked puzzle is useless on sensor devices for detecting an object for dragging. It will work on the “touch end” event (when dragging actions is already over). Or you will need to touch the object first, then touch it again and drag.

    And you’d better not use the all objects puzzle at all. This puzzle returns ALL existing objects in the scene: empty objects, lights, meshes, bones, reflection probes, etc. at the moment it was called.

    That’s how it works with cloned objects

    Making objects from appended scenes draggable/clickable is a little more complicated story but it’s also quite possible.

    One very important thing: all objects supossed to be dragged/clicked/hovered MUST have unique names. If you append three scenes with the monkey only one of them will be interactive (the first one). You should change meshes’ names after appending.

    https://v3d.net/i2l
    (double click in any place to append a new farmer)

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #62006
    Gelo29
    Participant

    Thanks, Yes we register every cloned object. But we need the Click event to register a Active object so that the other puzzles related to it will work only on that Active object.

    #62007
    kdv
    Participant

    But we need the Click event to register a Active object

    No, you don’t. when dragged over uses its own raycaster to detect selected objects.

    Moreover, when dragged over can be used instead of when clicked

    https://v3d.net/i2l

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #62043
    Gelo29
    Participant

    I see that your puzzle it cloned the object on first load, What if you cloned it thru event then add that to a Variable called “ClonedList”. That is the problem I’m still getting. It’s not considering the newly cloned object to the scene for when dragger over.

    #62044
    kdv
    Participant

    What if you cloned it thru event then add that to a Variable called “ClonedList”

    https://v3d.net/i2l

    There is one important workaround: the variable clonedMesh is global and changing after every cloning, so it shouldn’t be used inside the when dragged over puzzle if you clone more than one object using the same variable.

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #62119
    Gelo29
    Participant

    Seems to be working now. Thank you

    #62121
    kdv
    Participant

    One more way (and more correct) to register dragging for cloned meshes

    Puzzles and JS coding. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of the meaning at all.

    #63390
    Gelo29
    Participant

    Hello, I saw the link on your sample. What are these spikes?

    This is the link you sent here:
    https://v3d.net/i2l

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