The behaviour is just unexpected. I don’t know why. On all my Android devices double tap is registered as expected using that method/snippet, but several users report issues on iPhones and iPad, with inconsistent amount of taps needed to trigger the code.
Anyone at the Playcanvas team can review that example with multiple devices? Is anything wrong on safari’s side? I myself can’t test due to lack of an iOS device.
I had exactly the same problem (double taps work on Android but does not work on some iOS devices). The problem is in Playcanvas because if you use classic HTML5 events “touchstart” and “touchend” (https://developer.mozilla.org/en-US/docs/Web/API/Touch_events) everything will work fine. There is also another problem with Playcanvas touch events on Android: you receive pc.EVENT_TOUCHEND after a second or two after pc.EVENT_TOUCHSTART even if your finger is still on the screen.
I’m getting an iOS device from work (hopefully soon) so I would like to come back to this @dbhvk and @NokFrt. Repro projects, any extra information reproduction steps, etc would be really greatly appreciated.
Is there any way another Playcanvas dev can help with this?
It’s a bleeding edge input bug on a mainstream OS
I tried to walkaround it by using native browser events, but got unexpected behaviour. We need to figure out some sort of damage control strategy here.
On my side I did the best I could by providing videos and testing on multiple iOS devices. I expect your company to rise to the occasion.