Comments (2)
The problem is that SaveWithChildren will build a ShapeToIDMap which maps Shape* to an ID. In your loop, the created Shape is deleted at the end of the iteration (when BodyCreationSettings/MeshShapeSettings is destructed). There is a certain chance that in the next iteration, a new Shape will be allocated at the exact same location in memory. This means it will see it as the same shape and not write it to the stream. You need to keep your Shapes, PhysicsMaterials and GroupFilters in memory until everything has been written (or if you're sure there is no sharing possible, you need to clear those maps after every shape on both save and load).
from joltphysics.
Excellent! Thank you for confirming I was indeed using it wrong :>. I assume simply using Jolt's overriden 'new' when creating the MeshSettings & FloorSettings and stuffing them into a vector until the data is written would be sufficient here, that way they are allocated from unique locations from the heap.
Closing anyways as this fixed my issue, thanks again!
from joltphysics.
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from joltphysics.