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Parameter 3, the custom collision handler, will not fire because parameter 4 always returns false. As documented. However the separation happens and someSprite does get blocked.
The text was updated successfully, but these errors were encountered:
…ix#894)
If you call ArcadePhysics.collide on a Sprite vs. a Tilemap and provide a custom processCallback, the result was being ignored and the sprite was being separated regardless (thanks @aivinsfix#891#890)
If you do this:
Parameter 3, the custom collision handler, will not fire because parameter 4 always returns false. As documented. However the separation happens and someSprite does get blocked.
The text was updated successfully, but these errors were encountered: