All the 3.3 preview demo doesn't work too.
All the 3.3 preview demo doesn't work too.
Lorsque je sérialise un objet qui a des actions, j'ai une erreur avec le maillage :
Hi, today I want to test webworkers in my game, but after enable webworker in scene i got error:
Uncaught TypeError: Failed to execute 'postMessage' on 'DedicatedWorkerGlobalScope': The 2nd argument is neither an array, nor does it have indexed properties.
at r.onInit (blob:http://localhost:3000/97cbf9d7-d3d9-4f64-87d0-f42891dbe7b6:1)
at s (blob:http://localhost:3000/97cbf9d7-d3d9-4f64-87d0-f42891dbe7b6:1)
Hi all,
You can see it in the playground below. The gizmos work fine in the right scene (scene2, which was created last), but for the left scene, the gizmos appear in the right scene, and they don't work! If you crate the right scene before the left one, the behavior is switched.
http://www.babylonjs-playground.com/#EESWVZ#2
@trevordev do you know what's going on here? And thanks for making the gizmos, can't wait to use them!
Hi @trevordev,
I found, I think, a bug to recover the change of position / rotation / scaling with the observable DragStart and DragEnd which retrieves the same position value for example.
If I start with DragStart, I should recover the position of an object at the start, that's OK, but when we move and release (DragEnd) the position of the object should have changed, but it is the same as with DragStart and yet the object was moved on the stage, but not in the recoverable value in the observable.
A PG is better than a long explanation: (move the X axis (red) and look at the values in the console. the x position is the same as dragStart and dradEnd)
https://www.babylonjs-playground.com/#4TBMBR#8
PS: Using e.dragPlanePoint.x it gets the X position of the gizmo pointer and not the pivot object select (maybe we could get the object selected)
I find it very repetitive to use an observable for each axis. This gives :
This would be shorter :
gizmoManager.gizmos.positionGizmo.Gizmo.dragBehavior.onDragStartObservable.add((e)=>{
console.log(e);
});
gizmoManager.gizmos.positionGizmo.Gizmo.dragBehavior.onDragEndObservable.add((e)=>{
console.log(e);
});
than that :
gizmoManager.gizmos.positionGizmo.xGizmo.dragBehavior.onDragStartObservable.add((e)=>{
console.log(e);
});
gizmoManager.gizmos.positionGizmo.yGizmo.dragBehavior.onDragStartObservable.add((e)=>{
console.log(e);
});
gizmoManager.gizmos.positionGizmo.zGizmo.dragBehavior.onDragStartObservable.add((e)=>{
console.log(e);
});
gizmoManager.gizmos.positionGizmo.xGizmo.dragBehavior.onDragEndObservable.add((e)=>{
console.log(e);
});
gizmoManager.gizmos.positionGizmo.yGizmo.dragBehavior.onDragEndObservable.add((e)=>{
console.log(e);
});
gizmoManager.gizmos.positionGizmo.zGizmo.dragBehavior.onDragEndObservable.add((e)=>{
console.log(e);
});
I noticed this recent problem with the water making some area of the land transparent. It's about a week ago basically. IF I try the version from 3.2, it does not work anymore.
https://www.babylonjs-playground.com/index.html#1SLLOJ#517
If I try with the previous Stable version, it tells me BABYLON.WaterMaterial is not a constructor.
On my project, it makes half of my land transparent.
Refer to the playground url below, sprite is in front of the sphere, however the click / pick event triggered on backend sphere first regardless of the sprite's position.
Url: https://www.babylonjs-playground.com/#9RUHH#29
Expected result:
Player clicked will be triggered instead of Sphere clicked.
When i catch onPointerUp event in scene then it is fired twice:
When i set alwaysSelectAsActiveMesh as true then mesh is always rendered without layer mask restrictions. I not certain how it should works, but I want to write that for verify by BJS team.
When I attach more than one active camera for scene then particle system are generated faster:
Multi active cameras: https://www.babylonjs-playground.com/#TUNZFH#9
One camera: https://www.babylonjs-playground.com/#TUNZFH#10
Well, my codes were working fine yesterday, this morning something went awry with my pointer observables. Dug a little into it and found similar reproducible results in https://doc.babylonjs.com/how_to/interactions . The playground example (https://www.babylonjs-playground.com/#0XYMA9#1) is working fine for the stable version, when I switch to latest version, clicking on the sphere or plane no longer triggers the pointerup event until I doubleclick. Consistent in the console log as well.
I just got a new LG K30 android phone and my project shows all surfaces as flat black without lighting. The latest chrome firefox and opera all show the same.
The train demo and Cornell box demos appear fine, but every other demo with lighting that I've tried displays the same behavior (including my own project t.t)
Android 8.1.0
Any insight greatly appreciated!
Hi, last time i post three bugs. Today i want to start with develop next features to my game. Begin from update babylon to latest version. On stable version my game works, but on 4.0 alpha i got error after load scene.
Stack trace:
babylon.max.js:7723 Uncaught TypeError: Cannot read property 'm' of undefined
at Matrix.multiplyToRef (babylon.max.js:7723)
at Mesh.TransformNode.computeWorldMatrix (babylon.max.js:20641)
at Scene._evaluateActiveMeshes (babylon.max.js:28963)
at Scene._renderForCamera (babylon.max.js:29064)
at Scene._processSubCameras (babylon.max.js:29146)
at Scene.render (babylon.max.js:29344)
Dear Developers,
i have the following Error after updating from 3.2.0 BayblonJS to 3.3.0:
ERROR in node_modules/babylonjs/babylon.d.ts(8665,5): error TS2717: Subsequent property declarations must have the same type. Property 'leftBounds' must be of type 'number[]', but
here has type 'Float32Array | number[]'.
node_modules/babylonjs/babylon.d.ts(8666,5): error TS2717: Subsequent property declarations must have the same type. Property 'rightBounds' must be of type 'number[]', but here has type 'Float32Array | number[]'.
I have no idea to fix that, seems it is a error in the type definition?
Link to the project: https://github.com/JohnnyDevNull/ng-babylon-template
EDIT:
Ok downgrade to 3.2.0 also doesn't work... don't know how this compiled before...
When I add Highlight layer to my mesh, then i got error: " Cannot add an uniform after UBO has been created"
PG with error: https://www.babylonjs-playground.com/#TUNZFH#17 -> when you click run next time, then console do not generate errors. When I remove mesh "leatherHelm" then I can open PG without error https://www.babylonjs-playground.com/#TUNZFH#19.
Hello,
I found a problem with moving shadows.
If I create a box with shadows, it is perfect, but if the object, a moment later, is in motion, the shadow of the first box will shake and degrade sharply.
Observe the shadow for 10 to 20 seconds and see how it gets worse after the second box is started moving.
Hi gang!
I THINK I am seeing the playground increase the fragment identifier +2 each save.
In other words... save once... #65. Save again, #67. Again, #69.
Might need checking. thx.
Refer to the link below, for billboard enabled meshes, I added mouse pick event so the camera will target to the mesh which being clicked.
However, after several clicks on different meshes, I got the following error. I'd be really appreciated if anyone can fix this issue. Thanks.
https://www.babylonjs-playground.com/#9XBPW4
Quote38babylon.js:1 Uncaught RangeError: Maximum call stack size exceeded
at m.h.computeWorldMatrix (babylon.js:1)
at m.h.getAbsolutePosition (babylon.js:1)
at n._getTargetPosition (babylon.js:1)
at n._isSynchronizedViewMatrix (babylon.js:1)
at n.c.getViewMatrix (babylon.js:1)
at m.h.computeWorldMatrix (babylon.js:1)
at m.h.getAbsolutePosition (babylon.js:1)
at n._getTargetPosition (babylon.js:1)
at n._isSynchronizedViewMatrix (babylon.js:1)
at n.c.getViewMatrix (babylon.js:1)
if (!m.actionManager){
m.actionManager = new BABYLON.ActionManager(scene);
}
var act = new BABYLON.ExecuteCodeAction( BABYLON.ActionManager.OnPickTrigger, pick );
m.actionManager.registerAction(act);
function pick(evt){
var mesh = evt.meshUnderPointer;
camera.setTarget(mesh);
}
Hello there, I have a weird behavior and I can't figure what is really going on here.
I have a babylon scene which works fine in my browser, electron, ...
For my workflow I was planning to use the null engine to be able to do some preprocessing through CLI (mesh merging, lightmap baking, navigation mesh, ...).
It seems to work, the engine is loading fine, xhr2 seems to work ok, my mesh are loaded but my textures are not.
I use this code to load my different assets (exactly the same code than the browser version):
// Loading Mesh
const modelTask = assetsManager.addMeshTask(modelId, null, "assets/models/", modelId + ".babylon");
modelTask.onSuccess = (task) => console.log("loaded mesh", modelId, task.rootUrl, !!task.loadedMeshes, task.taskState);
modelTask.onError = (task, message, exception) => console.error(message, exception);
// Load Textures
const textureTask = assetsManager.addTextureTask(textureId, "assets/textures/" + textureId, false, true);
textureTask.onSuccess = (task) => console.log("loaded texture", textureId, task.url, task.texture, task.taskState);
textureTask.onError = (task, message, exception) => console.error(message, exception);
So something quite standard which work fine in the browser
But in node cli:
Loading JSON:
console.log("loaded map", name, task.url, !!task.text, task.taskState);
>> loaded map map1 http://localhost:8000/data/maps/map1.json true 2
Loading Mesh:
console.log("loaded mesh", modelId, task.rootUrl, !!task.loadedMeshes, task.taskState);
>> loaded mesh wall http://localhost:8000/assets/models/ true 2
Loading Texture:
console.log("loaded texture", textureId, task.url, task.texture, task.taskState);
>> loaded texture Bricks.png http://localhost:8000/assets/textures/Bricks.png undefined 2
So it turns out that both json and meshes are loaded properly.
But my texture loading task created with `assetsManager.addTextureTask`
How can onSuccess be called if the texture is not loaded ?
Is it a known limitation of the null engine (Cannot load textures, only meshes) ?
I was able to reproduce that here https://playground.babylonjs.com/#9I07DU#1
Just comment/uncomment the 3rd line (declaration of nullEngine) to switch engine
Hi All,
I have strange behaviour in NullEngine using setPivotPoint with CSG
Same Code, different results?
(Blue background in Playground, grey background NULL ENGINE)
https://www.babylonjs-playground.com/#8PIKRZ
@Deltakosh do you have any idea?
Thank you in advance.