Hi it seems that if i remove some rigid bodies from simulation , they are still cached/referenced on other rigid bodie’s list , which leads to a crash if you try to access them before next physics update
[code]rigidBody1->Remove();
// if rigidBody2 was in collision with rigidBody1 previously , the list is invalid because rigidBody’s pointer is still on the list…
rigidBody2->GetCollidingBodies(list);[/code]
Just an idea : maybe storing the colliding bodies as a PODVector<SharedPtr > could solve the problem