Hey - noticed that a few days ago too. Iām not quite sure why tho as we just pass that setting to the threejs orbit controls (from examples) and we dont prevent any key events anymore if Iām not mistaken
Ok looks like we dont call listenToKeyEvents - not sure if thatās new but adding this with the document.body works (doesnt work with the canvas element - checked the whole codebase and couldnt find any code on our side that prevents key events there so still not sure about that but with the body it kind of works - itās not great i tho i have to say)
ok⦠just tried the world in a VR headset and I can move around great⦠but I canāt āclickā the canvas button⦠the ray pointer hits the button and it even highlights the button when i hover but trigger, grip, joystick button etc. doesnāt seem to activfate the button
I can wait for the next version for a fix⦠just good to know its not something i am doing wrong⦠i can navigate by clicking the floor so for now itās good
we havent tried on that headset before so my guess right now would be that the button layout we currently have kind of hardcoded right now might be the problem
I will⦠but i al;so just tried on Quest 2 and also couldnāt activate my button⦠using the Mavic? browsder ⦠but if i use the Mavic browser on quest and DONāT enter VR⦠i can orbit around and stuff using the contr4ollers and clicking on the unity button actually works