[Phyzix] Little problem when you remove a body
Hello,
Imagine you have a body in Phyzix with an active object attached to it (with the option "autodestroy" on). If you remove this body it takes 2 frameloops for MMF to really "realize" that the active object no longer exists. At least that's what happens on my computer.
For instance, if I count the objects after having removed a body, although the active object disappears, MMF counts the object that should be destroyed (I get Number of Objects +1). Same problem for the next frameloop. Then, in frameloop 2, MMF returns the right number of active objects : I get as many active objects as I can see.
Of course, it's possible to work around this problem but it's good to know.
Re: [Phyzix] Little problem when you remove a body
Thanks! I will take a look at this... I think I know what has to be done...
Re: [Phyzix] Little problem when you remove a body
I add that when you destroy a body, the active object attached to this body is destroyed without the "destroy" animation be played. ;)