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Hi again
I found a little bug when you set the engine's timing.isFixed = true via the options. In this case, no bodies are moving anymore.
Runner.run ...... if (timing.isFixed) { // fixed timestep delta = timing.delta; correction = 1; // possible fix }
Maybe you can reproduce this behavior and the possible fix helps.
The text was updated successfully, but these errors were encountered:
Are you setting timing.isFixed = true after engine creation? Try setting it at creation, unless there's a reason you need to set it after the fact?
timing.isFixed = true
Sorry, something went wrong.
I am setting the fixed timing via an options object and pass that to the creator:
options = { positionIterations: 2, velocityIterations: 4, enableSleeping: true, render: { options: { height: 1000, width: 780 } }, timing: { isFixed: true } } _engine = Matter.Engine.create($canvas[0], options)
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Hi again
I found a little bug when you set the engine's timing.isFixed = true via the options. In this case, no bodies are moving anymore.
Maybe you can reproduce this behavior and the possible fix helps.
The text was updated successfully, but these errors were encountered: