Removing Bodies From Simulation

Aug 1, 2007 at 1:12 AM
Hi, I'm trying to remove an object from a DiscreteDynamicsWorld (which is set up like the CCdDemo) using RemoveRigidBody(). In some situations this has crashed my game via an array out of bounds in OverlappingPairCache.RemoveOverlappingPairsContainingProxy(). It seems to crash when the removed object has collided/is colliding with another object.

My question is, do you have to do anything other than call RemoveRigidBody() to cleanly remove something from the sim? If not, could I be calling it at the wrong time?

Aug 1, 2007 at 5:36 AM
It's a bug in BulletX and will be fixed in next check-in. RemoveOverlappingPairsContainingProxy, bug
Sep 23, 2007 at 3:13 AM
If removing Rigid Bodies causes this exception, is a solution that can be provided for disabling collision on object who should otherwise be removed?