Can anyone help me, why my up and down touch not working on mobiles

Here is the link, it’s working fine on desktop but not working on mobile (up and down moves, left right touch moves are working).

Please help me, I am stucked.

Are you referencing pep.js ?

Edit: yes I see it actually and I’ve just tested on my mobile and it works both directions (up/down and left/right)

I see an error on the console btw

How can you see error on the mobile ?
it should not be tested on desktop, as everything works fine in that. only mobile is giving issue.


What’s not working ?

I guess you don’t want a deviceOrientationCamera because you did that :

vrHelper.deviceOrientationCamera.disablePointerInputWhenUsingDeviceOrientation = false;

Btw I don’t know the parameter disablePointerInputWhenUsingDeviceOrientation, it don’t exists on deviceOrientationCamera?

Maybe you should try something like :
var vrHelper = scene.createDefaultVRExperience({ createDeviceOrientationCamera : false });

+ making a button to create a deviceOrientationCamera on user request ?

i am talking about deviceOrientationcamera to move while touchmove. in mobile view .

main concern is what i see in desktop view things rotating but when i go in mobile view things do not rotate .using touchmove it works with camera mobile orientation sensitivity. i want mobile orientation to work in webvr mode only

var vrHelper = scene.createDefaultVRExperience();

Pinging @trevordev to investigate
But we may need a repro in the playground to help more quickly
When we click on webvr it does not work ,
also if

  1. i put “var vrHelper = scene.createDefaultVRExperience();” in “createScene” then webpage on mobile view stops working. WEBVR works .()
  2. if i put “var vrHelper = scene.createDefaultVRExperience();” in “createScene1” webpage in mobile works perfectly as we needed but , WebVR stops working as in playground.(

@sharp @Deltakosh @trevordev

@Amit_Sharma In the playground you shared it looks like multiple scenes are created at the same time which is not recommended and did you try specifying createDeviceOrientationCamera:false like sharp suggested?

In this webVR example:
VrHelper is created like
var vrHelper = scene.createDefaultVRExperience({createDeviceOrientationCamera:false});

This should not replace the existing camera so orientation sensor will not be used. Entering WebVR will switch cameras to enable webVR and start using device orientation. Exiting webVR should return back to the starting camera so it should behave as you desire.

Hi @trevordev @Deltakosh @sharp : Many many thanks for the big help . It finally worked for me . I am thankful to you guys. It was never possible without your great help.

A real forum where i found the answers.

Thanks again everyone.



It was a pleasure!