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- This topic has 13 replies, 3 voices, and was last updated 6 years, 3 months ago by synbenfoulds.
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2018-05-11 at 4:06 pm #4138synbenfouldsParticipant
Hi,
I am currently trialling Verge3D and have run into a problem – puzzles aren’t appearing when I open the puzzles editor. I am just shown the run, save, clear and minimise buttons, and clicking the minimise button just shows a ‘puzzles’ icon (see images attached). Does anyone know what might be causing this? I am using the latest version of Verge3D for Blender.
Many thanks,
Ben
2018-05-11 at 4:29 pm #4141Yuri KovelenovStaff2018-05-14 at 8:26 am #4157synbenfouldsParticipantHi Yuri, thanks for the quick reply.
I don’t see any errors in the Blender console. When opening the app manager it gives a message saying “Address already in use, not running”, and opens the manager.
In the console on Chrome it showed the following messages for one project, although new apps I create don’t show these messages and they don’t show puzzles either. Sorry for the long copy-pastes, not sure which bits will be of use!
GET http://localhost:8668/favicon.ico 404 (Not Found)
puzzles.min.js:1 [Violation] Added non-passive event listener to a scroll-blocking ‘wheel’ event. Consider marking event handler as ‘passive’ to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952
v3d.js:1 [Violation] Added non-passive event listener to a scroll-blocking ‘wheel’ event. Consider marking event handler as ‘passive’ to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952
OrbitControls @ v3d.js:1
enableControls @ v3d.js:1
run @ v3d.js:1
onLoadFinished @ my_awesome_app.js:19
(anonymous) @ v3d.js:1
v3d.js:1 [Violation] Added non-passive event listener to a scroll-blocking ‘touchstart’ event. Consider marking event handler as ‘passive’ to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952
OrbitControls @ v3d.js:1
enableControls @ v3d.js:1
run @ v3d.js:1
onLoadFinished @ my_awesome_app.js:19
(anonymous) @ v3d.js:1
v3d.js:1 [Violation] Added non-passive event listener to a scroll-blocking ‘touchmove’ event. Consider marking event handler as ‘passive’ to make the page more responsive. See https://www.chromestatus.com/feature/5745543795965952Thanks,
Ben
2018-05-14 at 8:32 am #4158Yuri KovelenovStaff2018-05-14 at 9:11 am #4159synbenfouldsParticipantI get the same problem with stock demos too – see attached screenshot from the Tween Camera demo.
Chrome version is Version 66.0.3359.139 (Official Build) (64-bit)
Note: just updated to Version 66.0.3359.170 (Official Build) (64-bit) and the puzzles are still eluding me :(
2018-05-14 at 9:49 am #4161Yuri KovelenovStaff2018-05-14 at 10:24 am #4162synbenfouldsParticipantYes all the demos work fine – the camera tween works, the spinner spins etc. Seems the puzzles work, but are just not showing up in the editor. Very strange!
Edit: sorry just checked the green icons and these do not work, just the blue ones!
2018-05-14 at 2:41 pm #4168Yuri KovelenovStaff2018-05-15 at 11:09 am #4175synbenfouldsParticipantOddly firefox doesn’t even get past 0% when loading, it just stays on the loading screen.
Even more strangely, back in Chrome I just tried to open the puzzles editor a few times on the same project, and on the fourth try the puzzles loaded fine. Then when I tried again they did not appear. It now seems that whenever I refresh the page there is roughly a 1 in 4 chance of the puzzles appearing..
Very confusing, but at least I now have a potential workaround to the problem – just keep refreshing the page!
2018-05-16 at 7:22 am #4176Yuri KovelenovStaffWe cannot reproduce this on any of our computers. Is there any chance that we try to debug this using Remote Desktop? I’ll understand if it is not feasible for you, of course. I’ve emailed you the same request.
Anyway, thank you for the feedback. We’ll keep trying to test.
2018-07-24 at 1:59 pm #5971synbenfouldsParticipantQuick update – puzzles still don’t load in Chrome (refreshing the page doesn’t work either now) but they do now load correctly in Firefox if I copy the URL over. Not sure if this is due to the latest update (I’ve upgraded to 2.5 since my last post) or if I’ve changed something else on my PC since then. Thought I’d post in case anyone else had the same issue!
2018-07-24 at 2:30 pm #5974Yuri KovelenovStaff2018-07-26 at 10:58 am #6015Philip FongCustomerSounds similar to my encounter few weeks ago and my problem is too many unconnected objects, once I connect the parts and joint those objects, it loads.
Lose objects is easy to edit individually but heavy for realtime engine, so, group the vertices with names is the proper way I’ve learn.
2018-09-04 at 1:04 pm #6918synbenfouldsParticipantHi Philip, thanks for the suggestion. I think in this case the issue is something else, as the problem still arises with very simple scenes (even the default cube). Will update if I work out what the issue is..
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