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Ammo physics does not need to use physics-collider
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examples/physics/index-ammo.html

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@@ -3,10 +3,10 @@
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<title>A-Frame Super Hands Component - 6DOF With Physics (Ammo.js Engine)</title>
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<!-- Replace "../build.js" with the super-hands and
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A-Frame distributions to run : -->
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<script src="../build.js"></script>-->
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<!--<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>-->
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<!--<script src="../build.js"></script>-->
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<script src="https://aframe.io/releases/1.2.0/aframe.min.js"></script>
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<!-- use the local version of super-hands.js-->
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<!--<script src="../../dist/super-hands.js"></script>-->
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<script src="../../dist/super-hands.js"></script>
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<script src="https://mixedreality.mozilla.org/ammo.js/builds/ammo.wasm.js"></script>
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<script src="https://cdn.jsdelivr.net/gh/n5ro/[email protected]/dist/aframe-physics-system.js"></script>
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<script src="https://unpkg.com/aframe-event-set-component@^4.1.1/dist/aframe-event-set-component.min.js"></script>
@@ -82,7 +82,7 @@
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geometry="primitive: box; width: 0.5; height: 0.5; depth: 0.5"
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ammo-body="type: static; emitCollisionEvents: true" ammo-shape="type: box"></a-mixin>
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<a-mixin id="touch"
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physics-collider phase-shift
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phase-shift
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ammo-body="type: kinematic; emitCollisionEvents: true; disableCollision: true"
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ammo-shape="fit: manual; type:sphere; sphereRadius: 0.02"
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super-hands="colliderEvent: collidestart;

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