Comments (1)
You can't move a body in the contact callback, you need to remember that the contact happened and do it after the physics simulation step finishes (and possibly reject the contact point so that the other body is not affected).
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Related Issues (20)
- Avoid setting CMake configuration types as a subproject HOT 9
- `CylinderShape` vs `MeshShape` yields odd collision data HOT 4
- Placement new with Jolt allocators HOT 2
- GCC 13.2: warning: ISO C++ prohibits anonymous structs [-Wpedantic] HOT 2
- Some userdata variables are still uint32_t HOT 2
- Support multiple collisions per vertex for a soft body
- CharacterContactListener: add OnContactPersisted and OnContactRemoved HOT 3
- Should DecoratedShapeSettings allow for raw pointers in its constructor? HOT 3
- Epsilon values in asserts causing issues in Debug builds HOT 9
- Automatic transmission HOT 2
- Crash in SkeletonMapperTest sample HOT 3
- [MSVC] Internal compiler error
- Compile error on Sample project HOT 5
- [Question] I intergrate JoltPhysics into my project with exception thrown HOT 1
- Is it possible to cast sphere ? HOT 2
- Misaligned ABI when using JPH_DOUBLE_PRECISION causes a problem on the VirtualCharacter HOT 13
- Slow HeightfieldShape Save/RestoreBinaryState HOT 2
- Poor performance with high amount of static colliders HOT 1
- Documentation: Syntax is not valid for JPH::ConvexHullShapeSettings HOT 2
- Weird issue with virtual character controller not hitting the ground in Firefox Emscripten HOT 5
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