Good day,
I seam to have some wired behavior with ray casts when I disable an entity with an trigger collision object.
What happens?
I suddenly can’t ray cast against static objects anymore but other triggers colliders still work with the ray cast.
The Code in question is strait out of the example “platform_character_controller.js”:
// fire ray down and see if it hits another entity
context.systems.rigidbody.raycastFirst(raycastStart, raycastEnd, function (result) {
if (result.entity) {
this.onGround = true;
this.groundEntity = result.entity;
this.groundPos = result.point;
if (this.animationState === STATE_JUMPING) {
this.land();
}
if (wasOnGround) {
this.fallTimer = this.jumpGraceTime;
}
}
}.bind(this));
This bug happened first a few days ago, around the time when the new Editor was introduced.
What maybe could be interesting, I use physic masks and groups to filter collisions.
best regards
HummingSwordsman