Multi touch IOS html5 TOUCH_END issue

Hello !

If I release multiple touchpoints at the same time, the touch_end event often only triggers once.

This is causing my game to be poop. It’s only on the html5 build and on IOS devices (it’s fine on android).

Has anyone else experienced this ? And if so have they found a workaround ?

ok cheers team x

p.s. here’s my code…

private function onTouchBegin(e:TouchEvent):Void 
	{
		var point:Point = new Point(e.stageX, e.stageY);

		var tempList:Array<Dynamic> = [e.touchPointID, point];
		var IS_THERE:Bool = false;
		
		for( i in 0...touchesList.length)
		{
			if (touchesList[i][0] == e.touchPointID)
			{
			IS_THERE = true;
			break;
			}
		}
		
		if (!IS_THERE)
		{
		touchesList.push(tempList);
		}
	}

	
	private function onTouchEnd(e:TouchEvent):Void 
	{
		var tInt = touchesList.length;
		
		for( i in 0...tInt)
		{
			var minusT = tInt - i-1;
			if (minusT > -1)
			{
				if (touchesList[minusT][0] == e.touchPointID)
				{
				touchesList.splice(minusT, 1);
				}
			}
		}
	}

Could you listen to Lime events or add trace messages within the Lime event handling code, in order to tell if this appears to be a problem where events are never dispatched at all, or if something gets tangled in the pipes between Lime and OpenFL?

Thanks!

Oh! I thought you meant iOS native, iOS HTML5 makes more sense. Alright

Made some fixes recently, might help?

Aha - thanks for the reply your majesty !

So I just need to update Lime yes ? I’ll give that a shot !

Just done it ! … fingers crossed …

well - that’s MUCH BETTER - It still gets confused when there’s +4 fingers on it , but I’ll just ignore any fingers added after 3 !

Oddly it seems to have nullified the mouse listener on mobile in the process but I was going to re-write that stay annnyway x

There’s a fix for that :smile: