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MouseConstraint does not work with pixelRatio above 1 #686
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Can't seem to reproduce any issues with the mouse on your example even by setting |
Did you test with the codesandbox link? I can still reproduce the bug (can't move any of the objects) 🤔 Are you testing with a screen/device that has a higher pixel ratio than 1? I've tested on a MacBook Pro (2880 x 1800) and an iPhone 8 and both experience the same problem. |
@liabru Friendly ping 🏓 |
Can you clarify why you closed this? I'm still seeing issues with this. |
Me too unfortunately.. |
This has been solved in commit d577477 but is not yet in a release, it will be included in the next one. |
Is anyone still getting this issue? I'm using v0.14.2 |
Me too unfortunately.. |
Setting
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Setting mouse.pixelRatio = 2 fixed the issue for me as I am using a Mac const mouse = Mouse.create(canvas.elt); this made the mouse constraint work on canvas tooconst mouse = Mouse.create(render.canvas); |
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I just ran into this issue, but only on Android-devices. Setting
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Thank-you so much for this! |
What
When using
pixelRatio: 'auto'
the mouse constraint stops working on retina screens. The shapes "real" position is offset quite a lot, so you have to try to grab them where they are not drawn.Why
Think that some calculation does not take the pixelRatio into account. Dug around a bit in the source but couldn't the cause.
Reproduction
https://codesandbox.io/s/nkm7pzmvn0
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