It seems like setting viewer.mode to different settings has no effect anymore. Is this intentional? I had an onscreen button in Voxel Editor that was used for that.
@UberGoober Heres some code that changes viewer mode during run time. Tap the screen to keep changing viewer mode.
viewer.mode=FULLSCREEN
function setup()
fill(255)
end
function draw()
background(0)
if vms then
text("viewer mode standard",WIDTH/2,HEIGHT/2)
else
text("viewer mode full screen",WIDTH/2,HEIGHT/2)
end
end
function touched(t)
if t.state==BEGAN then
if vms then
vms=false
viewer.mode=FULLSCREEN
else
vms=true
viewer.mode=STANDARD
end
end
end
@dave1707 I ran your code, and it worked, and I felt dumb, and then I ran my own, and it didn’t work, and I felt not dumb.
--# Main
viewer.mode = OVERLAY
function setup()
scene = craft.scene()
viewer = scene.camera:add(OrbitViewer, vec3(0,10,0), 20, 1, 100)
end
function draw()
end
function touched(touch)
print("yes touched got called")
if touch.state == BEGAN then
if viewer.mode == STANDARD then
viewer.mode = OVERLAY
else
viewer.mode = STANDARD
end
end
end
…for me, this does not respond to touches.
I added some text statements in draw. Your touched code is working as far as I can tell.
--# Main
viewer.mode = OVERLAY
function setup()
textMode(CORNER)
fill(255)
end
function draw()
background(0)
if viewer.mode == STANDARD then
text("in standard mode",10,HEIGHT/3)
else
text("in overlay mode",10,HEIGHT/3)
end
end
function touched(touch)
print("yes touched got called")
if touch.state == BEGAN then
if viewer.mode == STANDARD then
viewer.mode = OVERLAY
else
viewer.mode = STANDARD
end
end
end
@UberGoober You may feel a little silly but here’s your problem! Easily done though