Malik
Malik
> Immovable just means it won't pick up velocity from the body it collides with, it doesn't mean it cannot be stopped. In this case, stopping is the correct thing...
> Use an overlap check instead of a collide one? If nothing should ever stop it, it doesn't need to _collide_ with the other objects, just detect when it is...
> You might want to try the following to see if it helps you out in anyway. > > Note, that the code is loading an external library for platform...
For some reason, it only works if you launch the game after uploading your build to steamworks. You need to launch the real build steam provides you
Hi @halilcakar thank you for the reply. Indeed, i noticed too that it's only occuring when the sprite has a velocity applied to it. You will probably agree with me...
Nice find @samme !! It actually works. I hope that does not break something else in my code but adding: https://github.com/photonstorm/phaser/pull/4989/commits/7e4c08c27087b4fa0025d07b5644c7e404466ec5 to my phaser.min.js did the trick. This guy is...
`s = e * 0.001; a = true; this._elapsed = 0;` minified
> I don't think #4989 is an acceptable solution because we may not want our game to have faster physics on higher framerate monitors, especially if the game is multiplayer....
> Turning off fixedStep won’t make physics run faster (or slower). It will still simulate 1 physics second per game second, only the delta interval varies. I have some level...
> Out of curiosity @Kosmoon, > Did you try this workaround? > > [#4664 (comment)](https://github.com/photonstorm/phaser/issues/4664#issuecomment-592060468) > > I have not been working with phaser recently since i am engaged in...