(cross posting this on the box2d forum)
I have a dynamic body & fixture (player) created in my world. The body needs to be able to move freely through the world, within my provided boundaries. I've created 4 large static bodies to enclose my dynamic body in a box. I also have a very thin (0.05 width) static boundary that divides the box in half (divider). So you can visualize it like this (where x is the dynamic body):
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| x | |
| | |
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I have gravity set to 0 (it's a top-down game). In the touches events, I query the world and create a mouseJoint on the player. As the user drags the player around, it calls m_mouseJoint->SetTarget() with the new point. The player collides correctly with the outer boundaries.
Here's my problem - if I drag my finger into the right half of the world, the player collides with the divider. But if I move my finger into the right half very quickly, or leave it there long enough, almost every time the player will "break through" the thin divider. This didn't seem to change after I made it a bit larger (1.5 width).
Is this an issue inherent in my setup, or is there some way I can prevent this? Thanks for any help you can give!