Topic: Building Hit Test and 3D Zoom bugs
Since this is my first post - quick thank you for what is by far the best Unity plugin I've ever used. Seriously appreciate how much work you've put into the project and how responsive you've been with new fixes and updates. That being said.
My team has noticed 3 bugs recently as we're using more of the 3D map components. We're on the latest stable version, 220.127.116.11, our Unity version is 5.5.0f3, and we're testing on iOS, an iPhone 7. Attached is an image of the map prefab we're using. Other settings related to Camera & initial positioning are all set at runtime.
First, we're getting an Index Out of Bounds error from OnlineMapsBuildingBase.
ArgumentException: Index out of bounds.
at UnityEngine.Input.INTERNAL_CALL_GetTouch (Int32 index, Touch& value) [0x00000] in <filename unknown>:0
at UnityEngine.Input.GetTouch (Int32 index) [0x00000] in <filename unknown>:0
at OnlineMapsBuildingBase.HitTest () [0x00000] in <filename unknown>:0
Looks like it may be coming from line 209 of OnlineMapsBuildingBase.cs, as Input.GetTouch(0) doesn't have a Input.touchCount check above it? It happened when we had a 3D marker that was positioned partially behind a building, and we were trying to tap it.
Second, we're having some Zoom issues that are only present on our mobile builds. They're not happening in the Editor.
When Smooth Zoom is disabled, if we pan around the map, then zoom in, we cannot zoom out. If we do not pan around the map, we can zoom in and out fine.
If we do enable Smooth Zoom, both zooming in and out work fine, with or without panning.
Third, and this isn't a breaking bug but more of a visual one, the min/max zoom constraints we're setting in code are causing some flickering.
We are using the following code, with minZoom currently being 18, and maxZoom currently being 20.
OnlineMapsRange zoomRange = new OnlineMapsRange(minZoom, maxZoom);
OnlineMaps.instance.zoomRange = zoomRange;
When zooming in, we can zoom in closer to than this limit, then it snaps back out. When zooming out, the problem is much worse, and the outer edges of the map flash with an outward moving repeat of the map texture. It's sort of hard to describe, but if really necessary we could try something like recording what it looks like.
Edit: Fixed attachment