- Why firing worldbounds requires both
body.onWorldBounds=true
andbody.setCollideWorldBounds(true)
, what if I just want to know if object touches the world bounds but don’t want collides it? - Why the
body.CollideWorldBounds
resets to default after adding object to group andbody.onWorldBounds
not? How can I predict such behavior? Is there it in documentation?
-
collideWorldBounds
is for whether there’s a collision at all andonWorldBounds
is for whether you want an event fired for it. Inside-or-outside isn’t really covered. You could use Rectangle.Contains() or maybe a special overlap collider. - See Arcade.Group#defaults.
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