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Hi @nparoski, good question this is a tricky one! I think the issue is that the I think one way to work around this is to invert the logic and have Another way might be to check the range.on('collisionend', (evt) => {
if (evt.other === projectile) {
// kill
}
}) |
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I have player actor which spawns projectile actors which have range actors, when Projectile stops colliding with Range they both need to die. Problem I have is all of projectiles die.
Projectile 1. and Range1. (blue circle) need to die, but both do: image e.g

Simplified code example:
Note: must click outside circle
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