Hi! I've a intro video in my app, that you could skip by tapping on the screen.
This still messes up tapping in the following FRAMES. even if i destroy the video object.
please take care of this bug, thanks!
Hi! I've a intro video in my app, that you could skip by tapping on the screen.
This still messes up tapping in the following FRAMES. even if i destroy the video object.
please take care of this bug, thanks!






I've given up on requesting this bug to be fixed...it's pretty much hindering the release of my game for a couple months...no word from CT regarding this that I have seen.

Hi StingRay and Renatos.
I am sorry that this haven't been fixed for you yet.
We released a possible fix for this a while ago (resetting the click state when entering/exiting fullscreen). At least one user, from what I recall, reported back that his problem was gone. If we have overlooked a forum post about the topic since I am very sorry.
I have looked at this problem again today and I cannot reproduce the bug. Mouse coordinates seem just fine in following frames and so does it in the click and double click events.
I would appreciate having another example file to look at that demonstrates this.






It is not the coordinates, you simply lose the ability to tap anywhere but on iOS native objects. Unless all your buttons in the game are iOS Buttons, the device will no longer detect your touch. It is like the app loses focus when the video is being played, and when it is destroyed, it seems as the video is still there above the app...so it wont work. Now if you try to click on an active object for example, then it will not work.
I've send you a MFA File demonstrating the problem via e-mail![]()
I was the first who reported this bug and never solved, Andos treatment in a thousand ways, but it just did not work. If the video is interrupted, in the next frame are lost mouse properties. Now if you let the video finish completely if it works. To fix I just delete my engine by the touch mouse and use the multitouch.

Thanks for the file. I'm working on it some more now.
Unfortunately we cannot have the fix for this in the next beta. I will make sure you get the relevant files when I find a fix so you can start testing right away.

I believe I have finally fixed it now (again).
For some reason the touch state was not correctly reset when the object was destroyed caused by a touch event.
The code relied on the iOS video control to reset the touch state when it enters and exits the full-screen state.
When the object is destroyed it will first leave fullscreen state and then release the object.
For some reason it does not notify me of leaving the fullscreen state when it gets a touch-input at the same time.
My own tests was very similar but didn't use a touch input that way.
I will send a file to each of you for testing.