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[Solved] Duplicate PhysicsBody left at initial position of sprite

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@majinbui wrote:

I am currently having issues with a duplicate PhysicsBody left at the starting position of the sprite. The PhysicsBody that stays at the original location stays active and disables when

	_sprite->getPhysicsBody()->setEnabled(false);

is called.

Here is how the PhysicsBody is created:

auto spriteSize = _sprite->getContentSize();
auto physicsBody = PhysicsBody::createEdgeBox(Size(spriteSize.width, spriteSize.height), PhysicsMaterial(0.1f, 1.0f, 0.0f));
physicsBody->setDynamic(true);
physicsBody->setCategoryBitmask((int)PhysicsCategory::CAR);
physicsBody->setCollisionBitmask((int)PhysicsCategory::None);
physicsBody->setContactTestBitmask((int)PhysicsCategory::Tokens);
_sprite->setPhysicsBody(physicsBody);
_sprite->setUserData((void*)this);

How the body is moved:

_sprite->getPhysicsBody()->setVelocity(velocity);

An example of the issues is shown below in the gif included.

If you need any information/code snippets to help debug, please don't hesitate to ask.

Thanks for any assistance!

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