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Persisted Contacts not... persisting? #1032

Answered by jrouwe
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In this case you can choose, see: ShapeCastSettings::mBackFaceModeTriangles.

Now that I think of it: You don't need to use sensors in this case, you can also every frame do a CollideShape check with CollideShapeSettings::mBackFaceMode = CollideWithBackFaces of the sphere vs the world (and the preferably with a layer that only collides with these mud plane meshes) to detect overlaps. This would probably result in a similar performance compared to using the sensor.

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