Hi! I am not fully sure why this happens, but I think that you need to launch a ray manually in the onPointerMove callback like that:
scene.onPointerMove = function (evt, pickResult) {
console.log("moving")
console.log(pickResult.hit)
var pickResult = scene.pick(scene.pointerX, scene.pointerY);
// if the click hits the ground object, we change the impact position
if (pickResult.hit) {
impact.position.x = pickResult.pickedPoint.x;
impact.position.y = pickResult.pickedPoint.y;
} else {
}
};
This will cause some lags though. Maybe only a PointerDown-event will use the scene.pick() in the background and PointerMove does not