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positionGizmoEnabled true return getEngine of null (originalScene not exist)

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@trevordev, Hi,

I found a pretty sneaky bug when I try to activate a gizmo with this line: (It's random this error.)

var manipulator = new BABYLON.GizmoManager(scene);
manipulator.usePointerToAttachGizmos = false;
 manipulator.attachToMesh(mesh);
manipulator.positionGizmoEnabled = true;

this return  getEngine of null

Code in Babylon in the function UtilityLayerRenderer()

// Create scene which will be rendered in the foreground and remove it from being referenced by engine to avoid interfering with existing app
this.utilityLayerScene = new BABYLON.Scene(originalScene.getEngine());

Basically, when I set positionGizmoEnabled to true, the originalScene parameter does not exist.

I can not reproduce it on the PG and I do not understand why it happens on my project, it's been 4 hours that I try to understand and there I give up, I do not understand the logic to this problem.

So that I can not display gizmo on my stage. Maybe you have an idea of what can produce this. This looks like a very sneaky bug for some project.

It's just the originalScene that is not recovering and I do not see what I can do with bad eyes that I inform the scene in the GizmoManager.

Thank you Trevor


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