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I haven't been able to reproduce this on a borrow iOS device yet but it seems to be related to model and iOS version.
I think it's related to a non-standard browser feature on Safari where the user can double tap too zoom. If I use preventDefault() on the original browser touch event as done here: https://playcanv.as/p/DzCHGrZP/ it works fine (PR to expose it to the public API: #2096)
I would like to test this but don't have a device that shows this issue.
This could be pretty important as it means for some games (those that require timing and rapid tapping), some inputs from the user could consumed or delayed by the browser.
The text was updated successfully, but these errors were encountered:
See thread here: https://forum.playcanvas.com/t/double-tap-issue-ios/13245
On this project with some iOS devcies, this doesn't work unless the user triple taps: https://forum.playcanvas.com/t/double-tap-issue-ios/13245
I haven't been able to reproduce this on a borrow iOS device yet but it seems to be related to model and iOS version.
I think it's related to a non-standard browser feature on Safari where the user can double tap too zoom. If I use
preventDefault()
on the original browser touch event as done here: https://playcanv.as/p/DzCHGrZP/ it works fine (PR to expose it to the public API: #2096)We could also fix this potentially with the CSS property
touch-action
set to tomanipulation
(see https://developer.mozilla.org/en-US/docs/Web/CSS/touch-action and https://stackoverflow.com/questions/59732074/disable-double-tap-zoom-on-safari-ios-13)I would like to test this but don't have a device that shows this issue.
This could be pretty important as it means for some games (those that require timing and rapid tapping), some inputs from the user could consumed or delayed by the browser.
The text was updated successfully, but these errors were encountered: