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World->removeCollisionObject(Body, false);
Node->setPosition(position);
IRigidBox *Body = World->addRigidBody(Shape);
Body is the body affecting Node.
Node is the pointer to an ISceneNode.
World is obviously a pointer to IrrBulletWorld.
Yea, I know this is an incredibally simple snippet, but this caused me quite a few problems not knowing about the removeCollisionObject command.
![Embarassed :oops:](./images/smilies/icon_redface.gif)