I’ve been using the Pinch gesture extension for zooming the camera with pinching. But I can’t get it to work when I use the Save state action - Load game from device storage. I went through the pinch extension and successfully changed any declared variables to extension scene variables but it still didn’t work when loading was on. Does anyone know anything else I could try? I’m not using Pinch as a behavior, just using the function part of it.
I’d really like to know if I need to find an alternative to the Pinch gesture extension. Here’s a simple test project. As soon as the load game action is there, pinch zooming etc stops working. I have tried swapping the order of the actions.
added to the list
By the way, if you’re confident editing the extension, you might want to try modifying it after it loads.Alternatively, you can try my fix for the stick behavior on objects to pinch.
basically activating the pinch just after load.
btw it’s a workaround, not a fix.
Extensions that rely on a state JavaScript side need to handle the save and load themselves.
In the case of this extension, it doesn’t use any JavaScript. I guess the issue is that:
- You enable the pinch
- But then, you load a state where the pinch is disabled
- When you save it, you save it disabled again
It seems to be the expected behavior to me.
I don’t really understand what this is saying. I’ve tried every variation I can think of to change the order of things to get it to work. If there’s a way to make it work, that would be great.
The extension has four private expression functions that use javascript and are referenced by other functions, I don’t know if this is a factor or not.
Davy is saying after you perform load
You need to have action to enable pinch gesture
I just don't get it. I've just put in enable it three times, silly I know, but so that I can show I've done it.
Perform load
Then add wait action like 1 sec just to be safe
And then enable pinch gesture
For example
At beginning
Load
Wait 1 sec
Enable pinch
If that will not help
I will take your side
Try what i wrote above but after reading Davy message again i think he is actually saying
You have sound on and off boolean variable (not variable but consider it pinch gesture enable/disable)
- You set that variable to true so you have sound on
- Save you perform is when that variable is FALSE so sound is off
- THEN even if you perform load you are loading that variable at FALSE state
I have no idea why this don’t enable it
BUT i want to know what will happen if you use wait action
Thanks for your help Zero. I have already tried using waits but have now tried again. So, I just found something interesting. A wait action or a timer didn’t work if I had it in the beginning of scene event if the Load action was also there. This did nothing, the tinting of the background didn’t happen.
So then I tried this instead and the waiting and tinting worked but still no pinching worked.
I just wonder f there’s something major I just don’t understand.
If Davy is right (as i believe) try to pinch and save at the same time.
if after load works than Davy is right.
edit: as i posted in the thread you should not do it at the beginning of the scene.
also i believe better get rid of the wait time in this situation…also bcs i’m not totally sure it gonna works used like that…
Davy was talking about enable/disable state of pinch
Not about using pinch in moment of save
AND if what you suggested would work then it would still not solve anything
Aside from the fact its not how it should work
Imagine you would need to be on platform when performing save
For after you perform a load platform behavior work on your platform
@Bubble Can you try enabling pinch on demand?
Like the hell with wait action or at beginning of scene
BUT after you load
Have some event like player jumps or idk some button is clicked
Enable pinch gesture
I want to know now if loading breaks pinch overall
ALSO i read your 1st message here
And
1 - do i miss something? pinch is extension not behavior you attach to something
2 - why you are considering replacing pinch if its the issue here?
I would consider replacing save state with saving/loading variables
@RMDB i am more than sure you remember our conversation about save/load and issues it can bring along
I would say HAHAHAHA
But i will not cause i am nice person
It is in fact what i would try to debug.
force to cause something that shouldn’t work…and idd it would not solve anything.
if he dont use the wait at the beginning of the scene i believe is safe to get rid of it…btw in the end it doesnt matter anyway where it is…
If this enables tint but not pinch then totally something is wrong
Also i am not sure but is Load just Succeeded 1 frame action?
Like it is trigger once?
I really doubt it will change anything but at this point i would even try praying to my keyboard
Hi RMDB, I’m not using it as a behavior, so I wasn’t sure how to implement your Sticker idea.
Do what? The loading? Here is something, it might be what you mean.
It’s both. I’m using the function part of it but it can also be a behavior.
Here is the ondemand idea.
Still no pinching works with loading.
NO you don’t get me
Make something TOTALLY not related to it
FOR EXAMPLE
Condition
NewSprite2 was just dropped
Action
Enable Camera Pinch YES
Nothing more nothing less
AND YES NewSprite2 make duplicate of something
And use that
DO NOT re use same events to enable it
I want to know what will happen if you totally isolate enabling pinch
And try to enable it AFTER you perform a load
If that doesn’t work then i believe the problem lies in the extension like it’is disabled and cant be enabled after saved in that state
quoting this again as i believe he’s rite…problem is that we cant enable it back
Wait for Bubble to test what i wrote above
Cause if it stil won’t work then we can go after Davy
But if it will then at least we could enable it with some variable i guess
And so we now could save/load variable to control pinch enable/disable
In which case we can still go after Davy










