fix: fixed an issue where when there is an inactive collider in the universe messing up the physics engine
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d3fb612904
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@ -49,14 +49,14 @@ public class PhysicsEngine2D : UniverseObject, IPhysicsEngine2D
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{
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{
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ICollider2D? colliderX = colliderCollector.Behaviours[x];
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ICollider2D? colliderX = colliderCollector.Behaviours[x];
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if (!colliderX.IsActive)
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if (!colliderX.IsActive)
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return;
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continue;
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for (int y = x + 1; y < colliderCollector.Behaviours.Count; y++)
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for (int y = x + 1; y < colliderCollector.Behaviours.Count; y++)
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{
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{
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ICollider2D? colliderY = colliderCollector.Behaviours[y];
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ICollider2D? colliderY = colliderCollector.Behaviours[y];
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if (!colliderY.IsActive)
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if (!colliderY.IsActive)
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return;
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continue;
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if (colliderX.RigidBody2D == colliderY.RigidBody2D)
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if (colliderX.RigidBody2D == colliderY.RigidBody2D)
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continue;
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continue;
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@ -57,14 +57,14 @@ public class PhysicsEngine2DStandalone : IPhysicsEngine2D
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{
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{
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ICollider2D? colliderX = colliders[x];
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ICollider2D? colliderX = colliders[x];
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if (!colliderX.IsActive)
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if (!colliderX.IsActive)
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return;
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continue;
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for (int y = x + 1; y < colliders.Count; y++)
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for (int y = x + 1; y < colliders.Count; y++)
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{
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{
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ICollider2D? colliderY = colliders[y];
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ICollider2D? colliderY = colliders[y];
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if (!colliderY.IsActive)
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if (!colliderY.IsActive)
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return;
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continue;
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if (colliderX.RigidBody2D == colliderY.RigidBody2D)
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if (colliderX.RigidBody2D == colliderY.RigidBody2D)
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continue;
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continue;
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