Particle.velocity vs. Collision

I’m using a ParticleSystem.
Is this a known bug, that the velocity is still != 0 when the particle already collided and stopped?

I imagine that’s due to the fact that floats “can’t” be equal to zero due to the way they work.

If you set (aFloat = 0.0) then it will be zero; if you do math (aFloat -= 100.0) then it’s not guaranteed to be the number you expect, just really close.

The solution is usually just to check if the absolute value (or magnitude) is less than, say, 0.0001.

Well I’m reading speed values from 0.4 to 5.0…