title: Why is my players arcade physics body not updating touching? Phaser 3
body: <p>I have been messing around with Phaser 3 for a couple weeks now. So when it comes to it I am very new to it. </p>
  
  <p>So I am working on a Pokemon(gen I - III) inspired game. I am currently working on player movement and collisions. So being a tile based, top down game I need to check for player collisions on 4 sides of the player and this is where my problem is. </p>
  
  <p>In my scene I define a player using:</p>
  
  <p><code>this.player = this.add.existing(new TestPlayer(this, 0, 0, "player"));</code></p>
  
  <p>TestPlayer is a custom class that extends <code>Phaser.Physics.Arcade.Sprite</code> and just holds some variables related to movement. It has no methods, other than those inherited.</p>
  
  <p>I make a couple of trees I want to block the player.</p>
  
  <pre><code>for(let i = 0; i &lt; 5; i++){
      this.trees[i] = this.add.existing(new Tree(this, 0, 64 + (i * 32), "tree"));
  }
  
  this.physics.add.group(this.trees, {name: 'trees'});
  </code></pre>
  
  <p>Tree is also a custom class like TestPlayer, it extends <code>Phaser.Physics.Arcade.Sprite</code>. It does not have any methods but those inherited.</p>
  
  <p>I noticed that at this point they have no physics bodies. So I enabled them using:</p>
  
  <pre><code>this.physics.world.enable(this.player);
  this.physics.world.enable(this.trees);
  </code></pre>
  
  <p>I use <code>this.physics.add.collider(this.player, this.trees, this.collideCallback, null, this)</code> to set the callback. The callback just runs <code>console.log(this.player.body.touching);</code></p>
  
  <p>I also have a simple <code>console.log(this.player.body.touching)</code> in the update method.</p>
  
  <p>In both console.log cases they return <code>{none:true, up:false, down:false, left:false, right:false}</code> Why are they not updating. I would like to be able to use these to determine which directions to not allow when I parse the keys for movements. Am I going about this the right way?</p>