TiagoRR Sep 15, 2011 at 9:18 PM I'm doing a test with the farseer and I'm having trouble removing bodies. ```World world; Body ground; Body box1; Body box2; List blocks; ground = BodyFactory.CreateEdge(world, ConvertUnits.ToMeter(new Vector2(0, 480)), ConvertUnits.ToMeter(new Vector2(800, 480))); ground.BodyType = BodyType.Kinematic; box1 = BodyFactory.CreateRectangle(world, ConvertUnits.ToMeter(texture.Width), ConvertUnits.ToMeter(texture.Height), 1, ConvertUnits.ToMeter(new Vector2(420, 400))); box1.BodyType = BodyType.Dynamic; box1.Friction = 0.6f; box1.Restitution = 0.4f; box2 = BodyFactory.CreateRectangle(world, ConvertUnits.ToMeter(texture.Width), ConvertUnits.ToMeter(texture.Height), 1, ConvertUnits.ToMeter(new Vector2(420, 340))); box2.BodyType = BodyType.Dynamic; box2.Friction = 0.6f; box2.Restitution = 0.4f; blocks.Add(box1); blocks.Add(box2); ... // In Update world.Step(1f / 30f); RemoveBlocks(); // In RemoveBlocks TouchCollection touches = TouchPanel.GetState(); if (touches.Count > 0) { Vector2 touchPoint = ConvertUnits.ToMeter(new Vector2(touches[0].Position.X, touches[0].Position.Y)); for (int i = blocks.Count - 1; i >= 0; i--) { if( blocks[i].FixtureList[0].TestPoint(ref touchPoint)) { world.RemoveBody(blocks[i]); } } } ``` `When I touch on the box1, it is removed, but the box2 does not fall.` HellGate Sep 17, 2011 at 6:41 PM didn't tested it but i think box2 is still sleeping. TiagoRR Sep 17, 2011 at 6:52 PM Thank you! body.SleepingAllowed = false; HellGate Sep 17, 2011 at 6:58 PM better just wake every body up after you removed a body HellGate Sep 17, 2011 at 6:58 PM Edited Sep 17, 2011 at 6:59 PM double post... where is the remove buton D: