Collision events and when they fire...

I’ve noticed that when I create, say, 2 bodies touching and falling (though not necessarily jointed) and then attach pre, post and regular collision event listeners, I get:

Many events fired for all 3 types of collision on start,
Pre and post events during the fall,
Many events for all 3 fired on landing, say on a static “ground”.

When I say there are many events fired, I mean the console window fills up with them in moments. But only for pre and post. I would have thought that the definition of a collision would be the re and post are fired equally, either side of a collision event.

Can anyone explain the nature of the collision event firing a bit more please?

Matt. [import]uid: 8271 topic_id: 2204 reply_id: 302204[/import]

preCollisions do a lot of checking in and around the objects in question. Basically it’s guessing whether a collision is ABOUT TO occur.

collision event is only fired once per actual event of two objects predicting an imminent overlap. They have to come apart at least a little bit for it to fire again (correct me if I’m wrong). This is causing me issues in my game where I want to detect when a sensor touches a dynamic object but it won’t fire if it was touching before, unless you move clear away from overlapping with the dynamic moving object.

postCollision. … I don’t remember what that’s for, besides imparting momentum/force/impulse after a collision is handled. [import]uid: 63787 topic_id: 2204 reply_id: 44306[/import]