diff --git a/Engine.Physics2D/PhysicsEngine2D.cs b/Engine.Physics2D/PhysicsEngine2D.cs index bc89f29..992592f 100644 --- a/Engine.Physics2D/PhysicsEngine2D.cs +++ b/Engine.Physics2D/PhysicsEngine2D.cs @@ -49,14 +49,14 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D { ICollider2D? colliderX = colliderCollector.Behaviours[x]; if (!colliderX.IsActive) - return; + continue; for (int y = x + 1; y < colliderCollector.Behaviours.Count; y++) { ICollider2D? colliderY = colliderCollector.Behaviours[y]; if (!colliderY.IsActive) - return; + continue; if (colliderX.RigidBody2D == colliderY.RigidBody2D) continue; diff --git a/Engine.Physics2D/PhysicsEngine2DStandalone.cs b/Engine.Physics2D/PhysicsEngine2DStandalone.cs index f67b070..d4bbc7f 100644 --- a/Engine.Physics2D/PhysicsEngine2DStandalone.cs +++ b/Engine.Physics2D/PhysicsEngine2DStandalone.cs @@ -57,14 +57,14 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D { ICollider2D? colliderX = colliders[x]; if (!colliderX.IsActive) - return; + continue; for (int y = x + 1; y < colliders.Count; y++) { ICollider2D? colliderY = colliders[y]; if (!colliderY.IsActive) - return; + continue; if (colliderX.RigidBody2D == colliderY.RigidBody2D) continue;