SpiderPig Posted September 13, 2023 Posted September 13, 2023 Now that this works - should it be that physics bodies in two separate worlds can still collide? Or is it up to the user to disable those collisions themselves? Quote
SpiderPig Posted September 13, 2023 Author Posted September 13, 2023 Never mind. Physics objects in two separate worlds don't collide at all. It turns out that the code I was using to transfer a collider from an entity to a pivot was flawed. auto box = CreateBox(worldA); //Transfer Collider to 2nd world auto pivot = CreatePivot(worldB); pivot->SetCollider(box->GetCollider()); box->SetCollider(nullptr); It seems that if I set an entities collider to another object and then remove that collider from the original entity, although the collider is no longer visible when debugging physics, that box still collides. Quote
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