Closed Snky closed 2 years ago
It's a bug, which i mentioned years ago, when i needed scaling bodies at runtime, but it seems it did not get fixed.
Just move the shape._rigidbody = null
, below the if statement
and there is no error.
I didn't notice any unwated side effects, by doing so, it now works like i think it is intended.
Yes, you're right, the shape should firstly be removed from the world. Thank you for reporting, I'll fix it.
Fixed in Release 1.2.4
Should shape._rigidBody = null go (after) before _shapeModified();? As _world.removeShape(shape); requires shape._rigidBody(NULL)._contactLinkList