Alex

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How about returning a zero vector if it is not available? This would match the behavior we get when trying to read the velocity of a kinematic or static rigidbody...

Bumping this up. The only way currently to offset a collision mesh or render is to use parent/child workaround. This, however, breaks when using with imported hierarchy template. Say, you...

Hmm, the positions and physics elements are set on body initialization, which often takes place on script initialization. I don't think creating a physics body in update method is a...

I might be late here for a comment, but if we overwrite a scoped varibale here with a new object instance of Ammo, wouldn't the old instance remain in Wasm?...

Hmm, had a quick look. Some extra notes: - Those are tiled sprites of a texture with clamped UVs. Lines can be visible in Editor as well, but only if...

It's not a dumb question. This is what the issue is indicating. However, I thought that the shape is recreated on asset loaded callback. If the asset is loaded, then...

I did make sure now the framework loads the asset first. Still errors out. Actually this step is not needed, since collision system does load it automatically, if it finds...

I was able to solve the issue by patching the `pc.Asset` to check not only for the `resource` property, but also for a defined `meshes` within it: ```js if (!...

@mvaligursky hmm, yeah, that may well be. I guess that patch worked, since it was applied in a framework, that does preload stuff before the collision component is enabled. It...

Imgui core library is agnostic of where it is going to be rendered. It relies on the implementation files, each targeting their own renderer. This `imgui_impl` makes it so that...