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Currently when events are thrown the are emitted as "global", which means that multiple collision events may be thrown and every actor must check whether the event applies to them. This is incredibly inefficient, the EventDispatcher should only send events to actors that apply to them.
The text was updated successfully, but these errors were encountered:
Currently when events are thrown the are emitted as "global", which means that multiple collision events may be thrown and every actor must check whether the event applies to them. This is incredibly inefficient, the EventDispatcher should only send events to actors that apply to them.
The text was updated successfully, but these errors were encountered: