fix: Physics Engine Stepping Inactive Rigid Bodies Fixed

This commit is contained in:
Syntriax 2024-01-30 19:26:50 +03:00
parent f61f71dfe0
commit 4facfdb6cf
1 changed files with 1 additions and 1 deletions

View File

@ -100,7 +100,7 @@ public class PhysicsEngine2D : IPhysicsEngine2D
private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime) private static void StepRigidBody(IRigidBody2D rigidBody, float intervalDeltaTime)
{ {
if (rigidBody.IsStatic) if (rigidBody.IsStatic || !rigidBody.IsActive)
return; return;
rigidBody.Transform.Position += rigidBody.Velocity * intervalDeltaTime; rigidBody.Transform.Position += rigidBody.Velocity * intervalDeltaTime;