Hi there, I just wanted to check if I am I getting the pointer situation in Phaser correct.
According to the docs 2 pointers are created by default (https://photonstorm.github.io/phaser3-docs/Phaser.Input.Pointer.html).
If I console.log:
this.input.manager.pointersTotal
then it prints out 2, as expected. However in my code when I check for pointer2:
e.g.
if(this.input.pointer2.isDown)
No joy. If I add another pointer either in my create function like this:
this.input.addPointer(1);
Or by specifying 3 pointers in the config like this:
var config = {
type: Phaser.AUTO,
width: 800,
height: 400,
input: {
activePointers: 3
},
physics: {
default: 'arcade',
arcade: {
gravity: { y: 300 }
}
},
scene: {
preload: preload,
create: create,
update: update
}
};
Then I can use multitouch (i.e. two fingers at once) and pointer2.isDown fires as I’d expect. It all works nicely I’m just confused by needing 3 pointers instead of 2? If 2 pointers are registered by default, why am I have to register a third in order to have 2 pointers? Any ideas?