{"action":"created","issue":{"url":"https://api.github.com/repos/stilldesign/PhysX.Net/issues/18","labels_url":"https://api.github.com/repos/stilldesign/PhysX.Net/issues/18/labels{/name}","comments_url":"https://api.github.com/repos/stilldesign/PhysX.Net/issues/18/comments","events_url":"https://api.github.com/repos/stilldesign/PhysX.Net/issues/18/events","html_url":"https://github.com/stilldesign/PhysX.Net/issues/18","id":95392793,"number":18,"title":"Disposing dynamic actors in contact","user":{"login":"steenhother","id":8478119,"avatar_url":"https://avatars.githubusercontent.com/u/8478119?v=3","gravatar_id":"","url":"https://api.github.com/users/steenhother","html_url":"https://github.com/steenhother","followers_url":"https://api.github.com/users/steenhother/followers","following_url":"https://api.github.com/users/steenhother/following{/other_user}","gists_url":"https://api.github.com/users/steenhother/gists{/gist_id}","starred_url":"https://api.github.com/users/steenhother/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/steenhother/subscriptions","organizations_url":"https://api.github.com/users/steenhother/orgs","repos_url":"https://api.github.com/users/steenhother/repos","events_url":"https://api.github.com/users/steenhother/events{/privacy}","received_events_url":"https://api.github.com/users/steenhother/received_events","type":"User","site_admin":false},"labels":[],"state":"open","locked":false,"assignee":null,"milestone":null,"comments":3,"created_at":"2015-07-16T09:36:33Z","updated_at":"2015-07-22T23:56:59Z","closed_at":null,"body":"I have two dynamic actors that are in contact.\r\nI dispose both actors by calling the RemoveActor on the scene and then Dispose on the actor.\r\n(that is of caused done synchronized - after calling Simulate() has returned)\r\nIn the next Simulation Step I get the message \"Cannot find managed object with pointer address\".\r\n\r\nThis only happens for none kinematic actors that are in contact with another dynamic actors!\r\n\r\nIs there a different way (or more safe way) to dispose an actor in contact with another actor!\r\n - or is it a bug?\r\n\r\n![actorsincontact](https://cloud.githubusercontent.com/assets/8478119/8719811/e25f4396-2bae-11e5-9f5c-ae7d5ad52306.jpg)\r\n\r\n"},"comment":{"url":"https://api.github.com/repos/stilldesign/PhysX.Net/issues/comments/123910323","html_url":"https://github.com/stilldesign/PhysX.Net/issues/18#issuecomment-123910323","issue_url":"https://api.github.com/repos/stilldesign/PhysX.Net/issues/18","id":123910323,"user":{"login":"stilldesign","id":4223821,"avatar_url":"https://avatars.githubusercontent.com/u/4223821?v=3","gravatar_id":"","url":"https://api.github.com/users/stilldesign","html_url":"https://github.com/stilldesign","followers_url":"https://api.github.com/users/stilldesign/followers","following_url":"https://api.github.com/users/stilldesign/following{/other_user}","gists_url":"https://api.github.com/users/stilldesign/gists{/gist_id}","starred_url":"https://api.github.com/users/stilldesign/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/stilldesign/subscriptions","organizations_url":"https://api.github.com/users/stilldesign/orgs","repos_url":"https://api.github.com/users/stilldesign/repos","events_url":"https://api.github.com/users/stilldesign/events{/privacy}","received_events_url":"https://api.github.com/users/stilldesign/received_events","type":"User","site_admin":false},"created_at":"2015-07-22T23:56:59Z","updated_at":"2015-07-22T23:56:59Z","body":"Hey, sry I haven't addressed this in a week, I've been on holiday out of the country :P\r\n\r\nI tried to reproduce this by playing with the EventsSample project and adding specific actors to a List when they collide, then calling Dispose on them after Simulate is called. Unfortunately I didn't receive any exception after calling Dispose on the Actors.\r\n\r\nMy sample/test is in the SimulationEventCallback branch, EventsSample project. If you could run it and see if the falling box actor and the one on the ground get disposed when they collide. Also any additional info on how to reproduce this would be cool"}}