samme
samme
You could try logging; see notes in .
Did you try setting `game.input.scale`?
We're a bit stuck since Phaser also supports browsers that don't return a Promise. I think the idea is that you could check [game.sound.touchLocked](https://photonstorm.github.io/phaser-ce/Phaser.SoundManager.html#touchLocked) before trying playback. We could either...
See #194, #198, #335.
Could you try game.input.mspointer.stopOnGameOut = true; ?
I couldn't reproduce this, but could you try it on and screenshot if possible, thanks.
Hi @Robominister could you test this Phaser build: [phaser-test.js.gz](https://github.com/photonstorm/phaser-ce/files/4566610/phaser-test.js.gz)
Adding `__default` to the setTexturePriority list seems to "fix" the example — unless the second sprite's key is also `__default`. The problem seems to be that prioritized textures get drawn...