Did Neko Reverse X/Y?

I’ve got a gravity system that seems to be going backwards when compiling for Neko versus C++. This couldnt have happened without anyone noticing could it?

That indeed doens’t sound right.

One thing you have to watch out for is to initialize your class fields - by default, basic types such as Int / Float / Bool are null on Neko rather than 0 / 0.0 / false. Perhaps that is related to you issue in some way? Although it usually just leads to crashes.

Thanks ver much for the help, that fixed it! It turns out I wasnt setting my collision value to anything, whereas it should be 0.