Comments (3)
This works, Thanks, and please accept my sincere respect.
from joltphysics.
What's even more concerning is that different instances are able to detect a varying number of collisions.For example, one instance detects 29 collisions persist while another detects 30.
from joltphysics.
The contact listener can receive callbacks from multiple threads at the same time. Your contact listener doesn't have any protection against that, so it is quite possible that this is just caused by a race condition. Try adding a mutex lock around OnContactAdded and OnContactPersisted.
from joltphysics.
Related Issues (20)
- Avoid setting CMake configuration types as a subproject HOT 9
- `CylinderShape` vs `MeshShape` yields odd collision data HOT 4
- Placement new with Jolt allocators HOT 2
- GCC 13.2: warning: ISO C++ prohibits anonymous structs [-Wpedantic] HOT 2
- Some userdata variables are still uint32_t HOT 2
- Support multiple collisions per vertex for a soft body
- CharacterContactListener: add OnContactPersisted and OnContactRemoved HOT 3
- compile error. HOT 1
- How to set mass? HOT 1
- Question regarding objects lifecycle HOT 4
- How to move body during ContactAdded? HOT 1
- Use in Vision OS?
- Slightly incorrect documentation HOT 1
- Box can rotate while sliding due to friction being applied asymmetrically
- About override new object (不能通过内存的方式创建对象,对于重写了new的class) HOT 2
- Linker Failure: GetSubmergedVolume HOT 2
- DirectX Error HOT 5
- btMotionState equivalent? HOT 4
- Documentation: Syntax is not valid for JPH::ConvexHullShapeSettings HOT 2
- Weird issue with virtual character controller not hitting the ground in Firefox Emscripten HOT 5
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