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body.overlapX/overlapY always giving 0 in Phaser?


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Ok sorry for the question.Because of Arcade physics being AABB i can't really check collision with rotated objects.So i override phaser's separate function with my own collision checking.So there should be no overlapX.I'm a fool.Sorry again. 

Between is there any way to check collision of rotated objects in Arcade Physics:D.

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