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I found a simple fix with runner.maxFrameTime though for some reason (mentioned in the PR) the maxFrameTime is not passed into the world runner when you specify it in the GameConfig. So I just added a sane default in the PR instead of fixing the data piping.
Version
Description
I noticed that my phaser game was crashing when I went away from it for a while and came back to the tab.
At https://ubershmekel.github.io/bell-curve-balls/ there are a lot of balls, so the simulation step is a bit heavier than usual.
Example Test Code
Additional Information
Options I see:
The relevant code is at:
phaser/src/physics/matter-js/lib/core/Engine.js
Line 84 in 97e3e67
Engine.update
calls:phaser/src/physics/matter-js/World.js
Line 1268 in 97e3e67
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