When hi is moved to intersect with hey, there should be a collision event.
Actual behavior
There's no collision event when hi intersects.
Fix
The root cause of this is that the Physics engine is only updated if the Evaluator.addStreamFor() detects a TemporalStreamValue. Only when it does does ticking occur, physics are update, and collisions are triggered. Adding a Time() stream to the above example makes it work.
The solution to this is to update the physics engine after each re-evaluation reaction if there won't be a tick. That way, position changes will cause collisions too, even if there's no temporal stream.
Expected behavior
In a project with content whose places are set directly, rather than by
Motion
, collisions should still fire:When
hi
is moved to intersect withhey
, there should be a collision event.Actual behavior
There's no collision event when
hi
intersects.Fix
The root cause of this is that the Physics engine is only updated if the
Evaluator.addStreamFor()
detects aTemporalStreamValue
. Only when it does does ticking occur, physics are update, and collisions are triggered. Adding aTime()
stream to the above example makes it work.The solution to this is to update the physics engine after each re-evaluation reaction if there won't be a tick. That way, position changes will cause collisions too, even if there's no temporal stream.