Comments (2)
Some changes have been made to the cursor script since this bug was reported. And regardless, it's likely difficult to fix completely anyway. Closing.
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Well, if the click and large movement happens in the same frame this will unfortunately happen. I'm not really sure how to solve it.
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Related Issues (20)
- No description about input_bindings in README HOT 1
- Gestures doesn't have default value for multitouch HOT 1
- Cursor registering click at multiple places HOT 2
- The cursor_out message is not sent to game objects
- Green aliens can't be dragged in cursor_and_camera example HOT 2
- Bindings and gamepads HOT 4
- Suggestion: Event-only, axis-bound, and abortable/fixed-distance dragging HOT 12
- Drag events after canceling drag HOT 27
- Request: Distance from origin on drag HOT 6
- Pinch gesture isn't cancelled if interrupted by locking the screen
- Request: Cursor teleports to mouse position when clicking anywhere (super important for mobile games) HOT 2
- Cursor following the mouse - Position passed to cursor from update function => conflicts HOT 1
- Double tap is determined as a single tap at the same time HOT 1
- Request: Example of a "dropzone" for detecting whether a game object is over a set of coordinates HOT 2
- Cursor demo works partitially
- Enabling multitouch breaks onscreen analog controls on HTML5 builds running in iOS Safari HOT 1
- Cursor.listen not working with url strings
- OnScreen: Changing analog stick position to where a user touches HOT 1
- Defect in multitouch handling on iOS devices HOT 2
- iOS onscreen controls: action.x / action.y are always 0 on button release HOT 1
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