yup I do but still not frozen
My iPhone is currently frozen and Iām trying to see if I can break into the JS when it comes back.
Could it be related to OS or Safari version used? My iPhone is running iOS 14.6.
I didnāt touch the device for more than an hour and it never came back. I guess I will have to try a different approach.
We have now tested this for almost 2 weeks actively, and there is no dead-lock:
freecamera.ts: line 243
public attachControl(ignored?: any, noPreventDefault?: boolean): void {
noPreventDefault = Tools.BackCompatCameraNoPreventDefault(arguments);
//this.inputs.attachElement(noPreventDefault); // Comment out any input code
}
in scene.ts: line 1482
if (DomManagement.IsWindowObjectExist()) {
//this.attachControl(); // Comment out any input code
}
I am wondering if this could give any clues to go forward?
Instead of trying to reproduce, should one maybe look at the input code line by line and maybe even try to reimplement them? (this happens to be the way how we solved thisā¦ it was not possible to reprocude consistently - I am afraid this is a tricky apple & webgl level bugā¦)
On our side we have already reimplemented all touch-gestures and it seems to work fine. We use the above mentioned commenting and our own input-handling => this way we can even remove models arbitrarily and it does not get stuck.
I have a repro and will investigate. It shouldnāt take too long to figure out what the issue is. Stay tuned.
You are the best @bghgary !!!
I no longer think this is input related. Moving the camera is just changing the timing such that this problem repros. Itās getting stuck calling scene.removeMesh(m, true);
Wait, but itās getting stuck in scene.removeMesh
in this._inputManager._invalidateMesh(toRemove)
, so maybe it is input related. This is quite weird.
Ok, I figured it out. Fix will be in PR shortly.
Wow, impressive work Very interesting to see what the fix is.
We tested this for about 4 hours and we can confirm the bug has not reproduced.