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Hi, I've run into an issue when trying to pause the game (by setting the global time scale to 0) will not pause the physics simulation as well (as desired) but instead make it revert back to the regular fixed time steps.
This is because World.step uses 0 as the timeSinceLastCalled default value, and therefore the value that indicates that the caller wants fixed time steps:
Calling World.step with a `timeSinceLastCalled` of 0 would cause it to revert
to the fixed time step behaviour. This was due to the default value of
`timeSinceLastCalled` being 0. This change checks for `undefined`, as opposed
to 0.
See issue schteppe#334 for more details.
Calling World.step with a `timeSinceLastCalled` of 0 would cause it to revert
to the fixed time step behaviour. This was due to the default value of
`timeSinceLastCalled` being 0. This change checks for `undefined`, as opposed
to 0.
See issue schteppe#334 for more details.
Hi, I've run into an issue when trying to pause the game (by setting the global time scale to 0) will not pause the physics simulation as well (as desired) but instead make it revert back to the regular fixed time steps.
This is because
World.step
uses 0 as thetimeSinceLastCalled
default value, and therefore the value that indicates that the caller wants fixed time steps:I'm currently working around this by calling
World.step
like:Preferably I would like to be able to call
World.step
withtimeSinceLastCalled === 0
, I think this could be accomplished by replacingwith
Does that seem reasonable?
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