@agnt47 wrote:
Hello,
In my game, I have two group contact listeners that listen for events from different groups (say 1 and 2) and they are attached to the event dispatcher with scene graph priority. There are a total of three groups in the game. When an object from group 1 has a collision with an object from group 3, I return false in the OnContactBegin function. I would expect then that objects from group 1 would go through objects from group 3. This is not the case. I suspect that the contact events are still getting intercepted by the listener for group 2 since when I remove that listener the objects behave as I expect them to. Is this a bug in the engine? or is there something wrong with my understanding / expectations?Thank you.
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