I recently added a multi-touch zoom feature to my game, and I’m experiencing a problem.
Despite using stage:setFocus() to the object that handles my stage zoom/move events upon receiving the first touch, the object doesn’t always get the “ended” event, which results in me not releasing touch id’s that didn’t receive that event.
More specifically, I have a couple of ui.buttons in my interface, and any time the touch ends on them, they gobble up the end event. This is only true on the device - everything works fine in the simulator.
I’m trying out a custom touch handler on the buttons to avoid this for now, but I thing this is a bug that should be fixed (sorry for no demo code, maybe later
unfortunately, I’m short on time atm). [import]uid: 8145 topic_id: 4562 reply_id: 304562[/import]