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First of all thank, you for sharing this implementation. Coming from Unity this is a very good example of implementing a similar base structure within BJS.
I hope It is ok to ask a question using the issue section.
Within your Game.js: startRenderLoop-Method (line 194), you have a 50ms timeout set.
I'm not sure why this is needed, but in my own implementation adding a similar timeout solved the Error of "Active camera not set" when disposing the old scene after loading a new one. Is this also the reason you need this timeout? Do you know why this may be needed before disposing the old scene?
The text was updated successfully, but these errors were encountered:
Hi @Rechi86 this timeout is not necessary... I was trying to debug an error and I forgot to remove It... Thank you by notice It, I will remove in a previous commit.
First of all thank, you for sharing this implementation. Coming from Unity this is a very good example of implementing a similar base structure within BJS.
I hope It is ok to ask a question using the issue section.
Within your Game.js: startRenderLoop-Method (line 194), you have a 50ms timeout set.
I'm not sure why this is needed, but in my own implementation adding a similar timeout solved the Error of "Active camera not set" when disposing the old scene after loading a new one. Is this also the reason you need this timeout? Do you know why this may be needed before disposing the old scene?
The text was updated successfully, but these errors were encountered: