Hi, I don’t know if it’s a bug, but I noticed this behavior of the pointer move event: when I move the pointer only meshes with an ActionManager are selected; when I click all the meshes are selected.
I prepared this playground to show this behavior:
This is the expected behavior. To avoid performance hit on each frame, we only check meshes that have actions. If you want to check all, make sure scene.constantlyUpdateMeshUnderPointer is true
(line 5):
3 Likes
Thanks, both behaviors will come in handy