Strange mouse/visual code behavior

I have a game that uses various pointer events for game play. I am using the latest Threejs and VSCode releases. The pointer down/up events are always detected. Keyboard events are always detetcted. The “pointermove” even does not always seem to happen. No event debug displayed. If I place a breakpoint, a single time, in the “pointermove” event handler in VSCode, the events are now detected, debug displayed, processing happens. The pointer down/up events are always detected.

I run/test in Chrome, the game uses Orbit control for scene manipulations.

Any thoughts appreciated.

without a live example and the context of how you’re adding the event listeners it may be pretty tricky to diagnose, can you share when and how you’re adding them? is it possible you’re adding the pointermove event in a loop of some sort?

Often this is due to some html element stealing events.
Add mousenter/mouseleave events to your canvas and see if the focus is changing.. and in other places in the code that listen for events, make sure they check for event.target to be the correct element, or return.

Along with what manthrax said, are you using OrbitControls along with your own EventListener?

After initializing controls = OrbitControls, are you inserting controls.update with each frame?
I used to do that. But an update instruction is not needed.

Perhaps the OrbitControls EventListener is taking precedence over yours?
Try not initializing OrbitControls and see if the problem goes away.

that’s a valid point but the added breakpoint allowing the event to be detected doesn’t make much sense, if there’s an element in front of / blocking the event target surely the event at the breakpoint would still not be detected?