# Multi canvas scene.attachControl() broken on 5.0.0-beta.4

**URL:** <https://forum.babylonjs.com/t/multi-canvas-scene-attachcontrol-broken-on-5-0-0-beta-4/27565>\
**Category:** Bugs\
**Created:** [February 11, 2022, 1:23am UTC](https://forum.babylonjs.com/t/multi-canvas-scene-attachcontrol-broken-on-5-0-0-beta-4/27565 "2022-02-11T01:23:13Z")\
**Posts on this page:** 4\
**Page:** 1

<div class="post-metadata">

**Author:** ![bariscc](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/bariscc/32/20565_2.png) [@bariscc](https://forum.babylonjs.com/u/bariscc)\
**Post date:** [February 11, 2022, 1:23am UTC](https://forum.babylonjs.com/t/multi-canvas-scene-attachcontrol-broken-on-5-0-0-beta-4/27565/1 "2022-02-11T01:23:13Z")

</div>

Noticed this bug/issue while migrating from 5.0.0-alpha.14 to 5.0.0-beta.7  
Seems to be introduced on 5.0.0-beta.4, previous versions work as expected.

`scene.attachControls()` no longer working when using multi canvases and defining inputElement after scene is initialized. Events are not captured.

Unfortunately I can’t use the playground in order to demo the multi canvas approach, so please bear with me.

Steps:

1. Create the engine with a working canvas, initialize the scene and camera

```auto
var canvas = document.createElement("canvas");
var engine = new BABYLON.Engine(canvas, true);
var scene = new BABYLON.Scene(engine);
var camera = ...

```

1. Use `engine.registerView` for the actual canvas element for output

```auto
engine.registerView(outputCanvas, camera, true);

```

1. [Following instructions here](https://doc.babylonjs.com/divingDeeper/scene/multiCanvas#events), attach controls - last line doesn’t work, no events captured, no errors

```auto
scene.detachControl();
engine.inputElement = outputCanvas;
scene.attachControl();

```

---

<div class="post-metadata">

**Author:** ![Deltakosh](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/deltakosh/32/26635_2.png) [@Deltakosh](https://forum.babylonjs.com/u/Deltakosh)\
**Post date:** [February 11, 2022, 4:10pm UTC](https://forum.babylonjs.com/t/multi-canvas-scene-attachcontrol-broken-on-5-0-0-beta-4/27565/2 "2022-02-11T16:10:44Z")

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cc @PolygonalSun

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<div class="post-metadata">

**Author:** ![PolygonalSun](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/polygonalsun/32/2704_2.png) [@PolygonalSun](https://forum.babylonjs.com/u/PolygonalSun)\
**Post date:** [February 11, 2022, 4:44pm UTC](https://forum.babylonjs.com/t/multi-canvas-scene-attachcontrol-broken-on-5-0-0-beta-4/27565/3 "2022-02-11T16:44:06Z")

</div>

This issue came up from a recent change to the InputManager. The fix is currently in PR: [DeviceInputSystem: Add configure/removeEvents to be called by DeviceSourceManager by PolygonalSun · Pull Request #11959 · BabylonJS/Babylon.js (github.com)](https://github.com/BabylonJS/Babylon.js/pull/11959)

---

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**Author:** ![PolygonalSun](https://sea2.discourse-cdn.com/flex024/user_avatar/forum.babylonjs.com/polygonalsun/32/2704_2.png) [@PolygonalSun](https://forum.babylonjs.com/u/PolygonalSun)\
**Post date:** [February 17, 2022, 2:19am UTC](https://forum.babylonjs.com/t/multi-canvas-scene-attachcontrol-broken-on-5-0-0-beta-4/27565/4 "2022-02-17T02:19:14Z")

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PR is merged
