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]