- Why firing worldbounds requires both 
body.onWorldBounds=trueandbody.setCollideWorldBounds(true), what if I just want to know if object touches the world bounds but don’t want collides it? - Why the 
body.CollideWorldBoundsresets to default after adding object to group andbody.onWorldBoundsnot? How can I predict such behavior? Is there it in documentation? 
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collideWorldBoundsis for whether there’s a collision at all andonWorldBoundsis 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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