Federico Ciuffardi
Federico Ciuffardi
I just tried it, found that the recognized gesture doesn't always match the actual gesture I'm doing and sometimes even when it does match, the gesture properties are wrong. This...
Hi @ChildLearningClub, thanks for your comment! I think this is an issue with Godot and not with my project, as this works fine on android. After doing some research I...
I assume you mean Godot 3.4 since Godot 4.4 is not out yet. I can't reproduce this error on my desktop PC or Android phone (using Godot 3.4 and GodotTouchInputManager...
Hi @galaxyblur, I have a few questions that would help me debug this: 1. Did you try using a different browser? 2. Did you try using desktop PC or android...
@jlundan thanks for your report and screenshots. I have a question: * How fast did you scroll, could it be that you were moving the mouse slowly? In other words,...
I'm not sure about changing from `_unhandled_input` to `_input`. The most useful thing about `_unhandled_input` is that it allows to separate interactions handled by the GUI from interactions that are...
I think this may be related to webGL as discussed in [this issue](https://github.com/Federico-Ciuffardi/GestureControlledCamera2D/issues/4), please read it. Also I just found these issues [[1]](https://github.com/godotengine/godot/issues/54135) [[2]](https://github.com/godotengine/godot/issues/55647) on godot's github, they were similar...
If I understand correctly this is similar to what happens with the buttons discussed in PR #19. I think this is something that should be fixed in the Godot engine...
Mouse emulation and button nodes should work even if your project is mobile only, but maybe you have another reason. The raycast solution, as far as I know, is not...
Hi again 😃! The consistency comes from the relation between the relative attribute and the attribute that is most important/useful/defining to the event, as the angle to a Twist, the...