Home › Forums › Bug Reports and Feature Requests › Android When Drag Over puzzle is not working
- This topic has 18 replies, 3 voices, and was last updated 1 year, 6 months ago by
David Duperron.
-
AuthorPosts
-
2023-04-04 at 12:55 pm #61671
Gelo29
ParticipantWe 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.
Attachments:
You must be logged in to view attached files.2023-04-04 at 12:57 pm #61673Gelo29
Participant2023-04-04 at 5:59 pm #61699kdv
Participantwhen hovered
puzzle is a little useless on sensor devices. And your logic registereswhen dragged over
listener every time the object is hovered…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.
2023-04-05 at 6:26 am #61723Gelo29
ParticipantI’ll test this one out, Thanks kdv
2023-04-05 at 7:12 am #61734kdv
ParticipantOne 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.
2023-04-05 at 12:12 pm #61754Gelo29
ParticipantI 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.
2023-04-05 at 1:01 pm #61755Gelo29
ParticipantI think the issue now is that We can’t drag any newly added object using Clone or Append.
Attachments:
You must be logged in to view attached files.2023-04-05 at 9:09 pm #61775kdv
Participantwhen 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 wayThe
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.
2023-04-12 at 8:00 am #62006Gelo29
ParticipantThanks, 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.
2023-04-12 at 8:08 am #62007kdv
ParticipantBut 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 ofwhen clicked
https://v3d.net/i2lPuzzles 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.
2023-04-13 at 8:34 am #62043Gelo29
ParticipantI 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.
2023-04-13 at 10:06 am #62044kdv
ParticipantWhat if you cloned it thru event then add that to a Variable called “ClonedList”
There is one important workaround: the variable
clonedMesh
is global and changing after every cloning, so it shouldn’t be used inside thewhen 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.
2023-04-17 at 8:58 am #62119Gelo29
ParticipantSeems to be working now. Thank you
2023-04-17 at 11:32 am #62121kdv
ParticipantOne 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.
2023-05-02 at 8:53 am #63390Gelo29
ParticipantHello, I saw the link on your sample. What are these spikes?
This is the link you sent here:
https://v3d.net/i2lAttachments:
You must be logged in to view attached files. -
AuthorPosts
- You must be logged in to reply to this topic.