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If you set ignoreDestroy on a gameobject, when you leave the scene, the game will freeze. You will have to force quit the tab/window at that point. Setting this value to true should allow you to leave the scene without that object getting destroyed (so you can carry it over to another scene).
Example Test Code
The following scene will demonstrate the issue:
import Phaser from 'phaser';
export default class IgnoreDestroyTest extends Phaser.Scene
{
create()
{
this.testimage = this.add.image(this.scale.width/2, this.scale.height/2, "mytexture", "myframe");
this.testimage.ignoreDestroy = true; // comment out this line and the code works
this.time.delayedCall(1000, ()=> this.scene.stop())
}
}
When the scene is attempted to be stopped, it will freeze - the image will remain visible and the tab will become unresponsive. If you comment out the offending line, the stop works correctly - the image will go away and the tab remains responsive.
Additional Information
This logic did use to work in 3.55.2.
The text was updated successfully, but these errors were encountered:
Version
Description
If you set
ignoreDestroy
on a gameobject, when you leave the scene, the game will freeze. You will have to force quit the tab/window at that point. Setting this value to true should allow you to leave the scene without that object getting destroyed (so you can carry it over to another scene).Example Test Code
The following scene will demonstrate the issue:
When the scene is attempted to be stopped, it will freeze - the image will remain visible and the tab will become unresponsive. If you comment out the offending line, the stop works correctly - the image will go away and the tab remains responsive.
Additional Information
This logic did use to work in 3.55.2.
The text was updated successfully, but these errors were encountered: