Inside of the Update function, if 2 bodies collide I want to remove them (or mark them as needing to be removed, and remove them at the end of the time step). How would I accomplish this?
In the Update function I try
var bodyA = this.m_fixtureA.m_body;
...
bodyA.m_world.DestroyBody(bodyA);
However, they don't get deleted. It seems that when I am trying to delete them, this.IsLocked() is set to true.
The world will not remove bodies if the world.IsLocked() function returns true. And world.IsLocked() will return true while the world is in a step. Removing a body during a step could cause issues, so the correct way of destroying bodies after collisions is to register them in a variable and then destroy them after the step is completed.