Comments (4)
This only seems to happen on rigid bodies that have been created after some have been deleted.
On the first level of my game, collisions are detected fine, however subsequent levels, where rigid bodies are deleted and then created again, the issue starts appearing
from reactphysics3d.
Fix Bug #46 - EventListener miss collisions
from reactphysics3d.
Thanks a lot for reporting this.
I have not been able to reproduce this issue on my side.
Note that when you create new bodies after some bodies have been destroyed, the new bodies can have the same Ids as the bodies that have previously been destroyed.
Are you able to produce a small piece of code with an EventListener that is not working correctly so that I can test it ?
from reactphysics3d.
The version v0.8.0 of ReactPhysics3D has been released. In this version, the way to report contacts with EventListener has changed. Take a look at the user manual here for more information. This issue might have been fixed in this version because of the refactoring.
I am closing this issue now but do not hesitate to reopen it if you still having this issue with the new version.
from reactphysics3d.
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