I wrote a game quite a while ago that used scheduleToRemoveAndFreeShape when a collision was called
I never had a problem. Now I've tried updating the code with the latest versions of SpaceManager, Chipmunk, etc and it crashes everytime.
I can use scheduleToRemoveAndFreeShape without a problem anywhere else, but if it's inside a collision handling routine it crashes
I looked at the source for SpaceManager and it is simply calling cpSpaceAddPostStepCallback, so I thought that was the safe way to handle issues during a collision but for some reason it's just crashing.
Any ideas? Thanks!