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“active camera” and “when moved” puzzle not recognising the active camera as it should

Home Forums Puzzles “active camera” and “when moved” puzzle not recognising the active camera as it should

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  • #72508

    to reproduce this issue:

    Verge 4.6.0 create new app, Blender 4.1.1 create scene with two cameras, one orbital, and one first-person, and a cube, export gltf to app folder.
    in puzzles, create a puzzle setup that allows for switching between those two cameras, and then use a “when moved” puzzle to switch a variable from false to true, based on active camera motion, have a print to console puzzle every 1 second to record this variable to verify that “when moved” = “active camera” only works for the initial active camera.

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    #72512
    kdv
    Participant

    It won’t work as expected the way you did (target camera can’t be changed in your case) and it’s not an issue. It will work this way:

    Puzzles and JS. Fast and expensive.

    If you don’t see the meaning in something it primarily means that you just don’t see it but not the absence of meaning at all.

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