Root cause: after Destruct(), physics world still references dead entities in its internal dictionary. SyncTransforms iterates dead entity IDs → Flecs assert ecs_is_alive. Fix: - Pause physics during reset - For each deleted entity: check Has<RigidBody>, call physicsWorld.RemoveBody to clean up Jolt body + dictionary entries BEFORE Destruct - Resume physics after CreateObjects - New objects get IsInitialized=false, physics bodies created next frame
41 lines
493 B
INI
41 lines
493 B
INI
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[Window][Debug]
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[Window][Hierarchy]
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[Window][Cortex Engine Debug]
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[Window][Shadow Parameters]
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[Window][Shadow & Light Parameters]
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[Window][Video Recording]
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