fix: fixed an issue where when there is an inactive collider in the universe messing up the physics engine
This commit is contained in:
parent
d3fb612904
commit
4213b3f8b5
@ -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;
|
||||
|
@ -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;
|
||||
|
Loading…
x
Reference in New Issue
Block a user