Gizmos with multiple canvas rendering - No layerMask & undesirable behavior

  • The gizmo on the right canvas is invisible but still is reacting to user inputs.
  • We don’t have a layerMask property available for gizmos.

  • I already tried to use UtilityLayerRenderer.setRenderCamera as described here.
  • To reproduce you can use this stackblitz project (just wait a little bit for the preview the blank screen will disappear at some point)

I’m assigning it to myself and I’ll try to fix it in the coming days.

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I could make it work in Playground : https://playground.babylonjs.com/#IFF3YH#4

Gizmo visibility can be specified, check lines 61-62

Indeed visibility can be specified thanks ! The problem is still that the gizmo’s behavior continue to interact with the inputs even when the gizmo is invisible

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I’m checking if there is a fix for that…

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Do you know how to filter inputs in this case @amoebachant ? pointer event received in the gizmo correspond to a picking with scene active camera, not camera used for rendering.

I’m wondering if setting a layerMask to PlaneRotationGizmo._ rootMesh could fix it because it will deactivate this behavior ?

No, it does not.

Any news on this one ? Maybe I can help, let me know if you have a lead on something and no time to investigate, I could give it a try !

Sorry, I’ve been caught with something else. A next step would be to check layerMask value. more specifically with the attached mesh and the gizmo mesh.