For now, when the pointer of a Box2D thing goes out of scope, things can break. Specifically, the world should never go out of scope or the things it contains will go kaboom. Instead we need to properly invalidate all the pointers - passing null to previously contained AgsBody objects.
For now, when the pointer of a Box2D thing goes out of scope, things can break. Specifically, the world should never go out of scope or the things it contains will go kaboom. Instead we need to properly invalidate all the pointers - passing null to previously contained AgsBody objects.