Maksim Ustichenko
Maksim Ustichenko
Yes, it's collision groups, because: `RigidBodyCollisionGroups::new_static();` return group with blacklist: `0b110000000000000000000000000000` And all_groups have membership: `0b111111111111111111111111111111` and ``` 189: ncollide_pipeline/world/collision_groups.rs self.membership & other.blacklist == 0 && other.membership & self.blacklist ==...
I'm very sorry for my English. I'm not sure, but It's looks like main problem here is "blacklist" field. I think it is redundant field, any case may be covered...
@sebcrozet I'm update the post just before you send comment. Looks like there is an issue with contact handling. I try setting max_velocity_iterations to 1000 and it not helps. Code...
@sebcrozet Thank you for you explanation! Sorry for another comment, but i can't understand something. Same code, zero restitution, speed 7.0 Frame 0: Ball: [0, 1.2] Frame 1: Ball: [0,...
Same thing happens when using BindMemoryPool with WithId.
@Mathijs-Bakker I fixed it by calling container.UnbindAll() from SceneContext::OnDestroy. But not sure it's a correct solution.
But same thing happens inside GameObjectContext, so previous workaround doesn't work in this cases.