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During the last Hack event we saw an instance of tunnelling happening, where a particle escape a container.
I have not dug into this properly, but my hunch is that we're not identifying things that could have collided based on their movement at low frame rates (i.e. large movement distances) during the broad phase (with the quadtree).
Set up a test to replicate the problem and fix.
The text was updated successfully, but these errors were encountered:
During the last Hack event we saw an instance of tunnelling happening, where a particle escape a container.
I have not dug into this properly, but my hunch is that we're not identifying things that could have collided based on their movement at low frame rates (i.e. large movement distances) during the broad phase (with the quadtree).
Set up a test to replicate the problem and fix.
The text was updated successfully, but these errors were encountered: