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Type a location into the geocoder widget and press enter.
After the fly animation starts but before it finishes, press the home button.
The original fly to the geocoded location is aborted, and you fly to the home view instead. But then mouse input doesn't work anymore. There's no exception or other error in the console. You can type a new location into the geocoder and fly there; it's only mouse input that doesn't work.
The text was updated successfully, but these errors were encountered:
There's also a problem if you click the home button and then click it a second time while it's in-flight (no Geocoder required). It's probably the same bug in both cases (I thought we had an issue already, but I couldn't find it.)
Unfortunately, I think this is a problem regarding how we handle animations at a low-level (there are similar bugs in scene transitions). We really need to work the entire animation API.
I am having a similar issue with adding animations and then clicking the home button before they finish. It looks like disableInput in CameraFlightPath saves the current state of what mouse input is enabled or disabled. If a new CameraFlightPath is created while another CameraFlightPath is in progress, the new one will save and restore the disabled input state.
One workaround is to remove all current animations so the restoreInput callback is called before creating new CameraFlightPaths. This is what is done in the Camera sandbox example on line 142.
The original fly to the geocoded location is aborted, and you fly to the home view instead. But then mouse input doesn't work anymore. There's no exception or other error in the console. You can type a new location into the geocoder and fly there; it's only mouse input that doesn't work.
The text was updated successfully, but these errors were encountered: