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This creates and destroys bodies after stepDt is done to avoid concurrency issues from destroying bodies based on for example taps or other gestures that can happen meanwhile stepDt is running.
I just stumbled upon an issue related to this change. In world.dart, the bodies are handled as expected (bodiesToCreate and bodiesToDestroy) but joints are added to jointsToCreate and jointsToDestroy but then never processed. That means nothing actually happens when adding or destroying a joint when the world is locked. Should I log a bug about this? The 4 lists should probably be private too, BTW.
I just stumbled upon an issue related to this change. In world.dart, the bohisdies are handled as expected (bodiesToCreate and bodiesToDestroy) but joints are added to jointsToCreate and jointsToDestroy but then never processed. That means nothing actually happens when adding or destroying a joint when the world is locked. Should I log a bug about this? The 4 lists should probably be private too, BTW.
Thanks for reporting this, can you try this PR if it solves your problem? #110
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Description
This creates and destroys bodies after
stepDtis done to avoid concurrency issues from destroying bodies based on for example taps or other gestures that can happen meanwhilestepDtis running.Fixes: flame-engine/flame#3712
Checklist
fix:,feat:,docs:etc).docsand added dartdoc comments with///.examples.Breaking Change
Related Issues