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Hello all, I have figured out the issue, this was primarily with the transformation of the collider. I was using the rigid body transformation rather than a new one.

Here is an example of the what I changed

PHYSICS_OBJ::PHYSICS_OBJ(reactphysics3d::PhysicsCommon& physComArgument, reactphysics3d::PhysicsWorld* physWorldArgument, std::string colliderType, reactphysics3d::Vector3 halfway_argument, reactphysics3d::Vector3 initial_position_argument) : material(material)
	
{
	this->quarternion = reactphysics3d::Quaternion::identity();
	this->transform.setPosition(initial_position_argument);
	this->position_of_physics_object = initial_position_argument;
	this->transform.setOrientation(this->quart…

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@AntonioTorres23
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