I have a case when my fixed-rotated player body gets stuck in my level when he teleports into a static geometry or near invalid position, occupying more than half the radius of the player.
At first i thought this was a issue with my custom sequential physics system, but this happens in box2d-lite as well.
Its hard to explain, so i attached a modified box2d-lite source to show this case.
What i want to know, how do i detect such a case, so that i can handle that properly - like trying to teleport the player to a better position, or change the contact normals to random angles
Would it work, to check if there is a contact with a extreme high impulse going on?
Edited by Finalspace, 19 April 2017 - 02:29 AM.