Godot: set_contact_monitor set to false is not working

Created on 7 Dec 2017  路  4Comments  路  Source: godotengine/godot

Operating system or device, Godot version, GPU Model and driver (if graphics related):

Os: Open Suse Leap 42.2
Godot Version: 3.0 beta [

Issue description:

Using RigidBody2D I set false in set_contact_monitor and value still true calling is_contact_monitor_enabled()
example
rigidbody2dbug.tar.gz
](url)
Steps to reproduce:

set_contact_monitor(true)

Edit: Update with example, and notice that happens in signal body_entered(
set_contact_monitor(false)
is_contact_monitor_enabled() is returning true

archived physics

Most helpful comment

@AndreaCatania Ohhhh ups, missed that, sorry

All 4 comments

cc @AndreaCatania since this is probably bullet related.

@karroffel bullet is working just for 3d part

@steelxtreme also if you can, upload a sample project so we can check it easily

@AndreaCatania Ohhhh ups, missed that, sorry

The debugger tells you why:
spectacle cj7814

This works:
spectacle ea7814

(you can't check if the value changed in the signal callback itself, since the value will only change for the next physics frame)

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