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Compisite children with rotation are inactive #244
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It's hard to say with certainty what's going on, but: compoundBuilder.BuildDynamicCompound(out Buffer<CompoundChild> children, out BodyInertia bodyInertia, out Vector3 center); This outputs a This should happen regardless of child orientation. I'm not sure what you're observing there; I'll probably need a minimal reproduction in the demos. And, while it's unrelated to the problem:
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Unlike bodies and constraints, shape allocations in the engine do not move and so don't have a handle based indirection. You can get direct memory references/pointers safely: var sphereShape = new Sphere(3);
var sphereIndex = Simulation.Shapes.Add(sphereShape);
ref Sphere sphereShapeReference = ref Simulation.Shapes.GetShape<Sphere>(sphereIndex.Index);
Simulation.Shapes[sphereIndex.Type].GetShapeData(sphereIndex.Index, out var sphereShapePointer, out var sphereShapeSizeInBytes);
There's no fixed answer based on count- the types of shapes and how they are positioned in the compound matter too. Usually a small The only difference between the two is the presence of an acceleration structure in |
when I created composite with children of buch of boxes with indentity rotation everyting is fine.
But after I add diffirent rotation to such boxes no rotated boxes are active and dont collide.
If there need for demo please say.
// Composite rig class
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