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There is a bug linecasting. I added a new body at runtime, and if the world instance was passed into linecast, it would always set new bodies to 0, 0
publicfunctiontick(Delta:Float) {
if (!enabled) return;
if (linecastBodies.length==0) return;
try {
varrayResult=ray.linecast(linecastBodies, /** world **/); // passing the world instance in here produces the bug if (rayResult!=null&&!rayResult.data[0].inverse_normal) {
result=rayResult;
} else {
result=null;
}
}
catch (e) {
//
}
}
The text was updated successfully, but these errors were encountered:
I just spent 3 hours trying to figure out why my bodies were getting stuck at 0,0 and not rotating. Finally pinned it down to passing the world to my linecast_all. Came here to post a bug, and see that it's a known issue. I haven't figured out what is causing it yet, but definitely have felt the issue.
There is a bug linecasting. I added a new body at runtime, and if the world instance was passed into linecast, it would always set new bodies to 0, 0
The text was updated successfully, but these errors were encountered: