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Thread: [Phyzix] Little problem when you remove a body

  1. #1
    Clicker Multimedia Fusion 2

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    [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.

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    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...

  3. #3
    Forum Moderator Fusion 2.5 DeveloperFusion 2.5+ DLCAndroid Export ModuleHTML5 Export ModuleiOS Export ModuleSWF Export ModuleXNA Export Module
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    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.

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