Camera Orbit Controls NaN in new scene

I replicated your multi scene sample with the same structure, empty loader scene with the scene loader component that references 2 scenes. This empty scene has the needle exporter in it and a needle project set.
The 2 scenes each have a camera with orbit controls on it and several gameobjects with a button component on them. On click is set to trigger orbit controls => SetLookTargetPosition and reference to the clicked GO. The following happens on click:
In the needle inspector on chrome the scene turns inactive and the camera transforms is NaN. Sometimes I also had the browser console to print either the NaN issue or that the referenced GO is not an actual gameobject.

However if I set either of the 2 scenes as their own projects and export and load them on their own, the click and SetLookTargetPosition works like expected. Only the scene loader setup causes this issue.
I also tried giving each scene its own exporter and seperate needle project but this did not fix the problem. Something happens to the orbit controls when a new scene is loaded.

I also tried to add this button and orbit control call in the multi scene sample and its the same error.

I’m sorry, I couldn’t find a response but notified the team :thinking:

Hi can you share a link?

Yes. My test project it to large to export it says but here is the multi scene sample with the cubes added into the scene that casue the issue on click. The interface to switch to next/previous scene does not reset the error state its seems, everything is deactivated.

Thank you

It looks like the target object of the Button event is not correctly resolved but I would need a reproduction.

Could you create a minimal example that reproduces the issue (you can use the Needle Engine Bugreporter to send it).

Done, thanks for checking this out :slight_smile:

Hi, could you try updating to 4.13.1 if it fixes the issue for you?

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Happy to report this issue fixed. Thank you for your quick reaction and fixes :slight_smile:

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