Comments (3)
Many thanks for your video!
This issue is related to the Pointer Lock API. The OP of #25280 shared a similar video last year but unfortunately it is not available anymore.
I believe this issue it not caused by a bug on our side but we can at least try something. Can you please modify the following line in games_fps
from:
document.body.requestPointerLock();
to
document.body.requestPointerLock({
unadjustedMovement: true
});
Setting unadjustedMovement
to true
disables OS-level mouse acceleration so what you will get is raw mouse input. I would share a fiddle but Pointer Lock is not allowed in the fiddle's iFrame so it's best to test this locally.
Do you see any difference with this setup?
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Yes, unadjustedMovement: true
solves this issue.
Although this fix leads to different mouse sensitivity on different browsers (on safari camera moves at a snail's pace), but this is another story.
Thanks a lot!
from three.js.
Although this fix leads to different mouse sensitivity on different browsers (on safari camera moves at a snail's pace), but this is another story.
Indeed! In my case the mouse gets way more sensitive.
In any event, it's good to hear that using unadjustedMovement: true
solves the issue. That indicates a problem on OS level so I think we can close this issue.
If you have time, I might be good to report this issue at the Chromium bug tracker. It would be interesting to know if browsers could somehow detect and fix the issue.
from three.js.
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