Bird wrote:One thing I noticed that's different in your demo is that I don't use NewtonCreateKinematicBody for my phantom, I just set NewtonCollisionSetCollisionMode to 0. Could that make a difference?
-Bird
Bingo that's the difference. NewtonCollisionSetCollisionMode is mainlly to make part of a collision shape non collidable.
you test object has to be a not collidable kinematic body.
There it seems there is not different by there is, a dynamic body is always part of the solver, a kinematic body does no, so if you want a body that generate contact and does no act as a rigib body
that's a kinematic body, a dynamics nody can not generate contacts and be non collidable which is what you nee.
about performance, on Mac, that's warryson, I will test that tomorrow, last time there was no difference between my Mac pro and the PC.
That demo does almost nothing is must be tousand of FPS even in debug, I will check it out.
maybe if you just change your test body to Kinematic it will work.
I will also check if the demo works on the Macs.
on this"
In my project, when a new instance is created I set a "Unseen By Rays" flag for it so that it is filtered out in RayPrefilterCallback
I was also thinking to do that, my idea was to add a Queue that collect spawned bodies as long as the right mouse key is down,
if the mouse Key is released then it clean the queue and then the phantom is now free to cast new objects.