Collision filtering in libgdx using Liquidfun

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I successfully implemented liquidfun extension in my libgdx/box2d project, but the particles that are created in the box2d world doesn't seem to collide with anything at all when used in my project. The test code given with the setup works good in the way that it collides with the rigid bodies.

I actually want to know any way that collision filtering can be done between the particles and rigid bodies here. Apparently categorybits/maskbits do not work here. Please Help!

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