Thanks for the clear bugreport!
It’s a bug in Castle Game Engine – I noticed it already some time ago. Didn’t fix it yet, though there is a workaround: set Tablero.InternalMovesPhysicsBodies := true;
at any point (for example in TViewMain.Start
).
It occurs when you change transformation of a parent TCastleTransform (Tablero
in this case) that has children TCastleTransform with rigid bodies.
I will bump the priority of this – we should just fix it, and remove the need for InternalMovesPhysicsBodies
. I’ll let here know.