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Panic handling collision events when despawning entities using TimestepMode Interpolated #285
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This is happening consistently for me when I despawn say 10 entities at a time. I played about to see what changed and it looks like this happens when the |
+1 |
This is kinda fixed in #328 -- I wasn't sure why systems weren't running properly, so I prevent the crash from being generated from dead entities. I don't think this will skip over any events, but I'm not 100% sure. |
I'm encountering this issue as well. |
I see (probably) this issue only when I despawn an entity after I change the RigidBody component of the entity. I'm struggling to produce a succinct reproducer though. |
Without updating the IslandsManager after removing rigid bodies, later systems may try to access the removed bodies. For example, calling IslandsManager::active_kinematic_bodies() sometimes returns invalid handles if cleanup_removed_rigid_bodies() is not called after rigid bodies are removed. Potentially fixes issue dimforge#285.
This issue happens rarely.
Version details from Cargo.toml:
My game consists of a pile of blocks and a click-drag angry birds style projectile. The projectile destroys itself after a few seconds.
All the blocks have
ActiveEvents::CONTACT_FORCE_EVENTS | ActiveEvents::COLLISION_EVENTS
The rest of the error output:
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