Hi Brucey
I'm having trouble with a special case.

When using FixedRotation with my main character collision points won't correctly work with ascending diagonals static shapes (descending diagonals, horizontal, vertical or other object shapes work correctly).
I've try bodyDef.SetisBulet(true), ensure a counter-clockwise from every points, Changing TSetting (hz or iterationCount) without success.
This only happen with b2PolygonDef (circle one work very well) and as you can see on the screenshot only happen when bodyDef.SetFixedRotation(True)
I know the down-left corner point never cross the diagonals ground.
This also happen with shapeDef.SetAsBox created bodies so it's probably not a vertices construction problem.
I wonder if you could take a look at SetFixedRotation (or ...) for eventual bugs.
So I can ask in the Box2d forum about this bug.
This may be my fault... But I can't see it either.
I'm having trouble with a special case.

When using FixedRotation with my main character collision points won't correctly work with ascending diagonals static shapes (descending diagonals, horizontal, vertical or other object shapes work correctly).
I've try bodyDef.SetisBulet(true), ensure a counter-clockwise from every points, Changing TSetting (hz or iterationCount) without success.
This only happen with b2PolygonDef (circle one work very well) and as you can see on the screenshot only happen when bodyDef.SetFixedRotation(True)
I know the down-left corner point never cross the diagonals ground.
This also happen with shapeDef.SetAsBox created bodies so it's probably not a vertices construction problem.
I wonder if you could take a look at SetFixedRotation (or ...) for eventual bugs.
So I can ask in the Box2d forum about this bug.
This may be my fault... But I can't see it either.