Another probably-stupid question, but I have a scene that uses orbit controls to rotate the camera around, and it's all working fine (for the most part), but when testing for mobile/touch devices I run into an issue.
Basically, I have some objects floating around, and when you click one, you move the camera across to it and sit behind it, click the object again and you move the camera down right on top of it (filling most the screen), and then double-click and you come back out to sitting behind it again (ready to click another) to produce a sort of a focus/unfocus effect.
When you've clicked an object twice and it's filling the screen, I've enabled orbit controls and set the target to the position of the object, so you can rotate around the object in close-up, when you double-click to come back away from the object, orbit controls are disabled and the target is reset.
It all works fine on desktop, but when I test touch devices (in chrome dev tools and on device) the canvas seems to cease registering my mouse event listeners when orbit controls are enabled, so I can't double-click to come out.
I assume this is something to do with the orbit controls' own event listeners, waiting for touch start/move/end to do it's own thing, but I thought my listeners would still fire off, as it does in desktop?
Is there something I'm missing? I'm not sure if you need a code snippet/example as it functions totally as expected in desktop, so I'm hoping it's not my code in particular, more a behaviour of the library in regards to transitioning between device types.
I apologise if this is a duplicate question or something, but I couldn't find anything online to help me out.
Thanks