When I create new objects during runtime, it seems like every 3d object will share the same rotation in simulation.
Why do they share the same physics body? Should they not be separate bodies for each new instance of Extended3D object?
I am using "this.physics.add.cylinder" in headless mode
Any help is appreciated - been stuck on it for days.
Example screenshot : https://ibb.co/GcBNCMv
As you can see all objects are rotating in real time with same rotation.... strange.
edit: Looks like I was using object.body.rotation and sending that to the client. It should be object.rotation instead for local rotation.
What is the difference between the two?