Commit 6261a49
fix(physics): clear cached collisions when a collision component is removed (#8898)
The rigid-body `collisions` map is keyed by entity GUID and was never cleared on entity destroy. Reloading the same scene recreates entities with identical GUIDs in a single task, so the stale entry (still referencing the destroyed entity) was reused, and triggerleave/collisionend stopped firing because `_cleanOldCollisions` inspects the cached, now-destroyed entity.
Clear the entity's entry on collision `beforeremove`; every physics body entity has a collision component, so one hook covers triggers and rigid bodies.
Fixes #5797
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>1 parent 3a137f2 commit 6261a49
3 files changed
Lines changed: 91 additions & 0 deletions
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- src/framework/components
- collision
- rigid-body
- test/framework/components/rigid-body
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