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
null on Neko rather than
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.