Yes I am, no errors on the console.
- By “stop working” I mean:
I tried a pick the “have to work”, pointed the camera towards the floor (which is huge in my case and cover the entire canvas), made sure the activeCamera is the right one and then tried to pick any mesh (
scene.pick(x,y, () => true) tried a few (x,y) and none worked.
- I’ve made some progress investigating the issue - when I add
import '@babylonjs/core/Cameras/VR', everything works.
my activeCamera is arcRoate and I have another dormant free camera, I don’t use VR device (or have any VR related features that I know of)
I try to keep my dependencies as specific as possible, so I only require ‘@babylonjs/core/Cameras/arcRotateCamera’ and `’@babylonjs/core/Cameras/freeCamera’ directly.
btw, found somehow the same bug with
'@babylonjs/core/Animations/animatable' which is also required when loading a
.babylon file with
SceneLoader.ImportMeshAsync or else an exception will be thrown. (even when there are no animations in the imported mesh or in the scene)
btw 2, not sure if it’s any help but went through the commits between 22 and 24 and found I suspect it might be related.
(if you feel like this should be reported as a bug on github let me know and I’ll open an issue)
Thanks again @Deltakosh!