you brought me the right idea. The jump comes from my dynamic-body which have an kinematic-body as his hull.
The code you see is for the inital position I set to my characters.
I’m only sync the two bodies after the world step. I use that two bodies to prevent to shove the other characters if they collide. And that is the issue here to. In FarseerPhysics I use the IgnoreCollisionWith method on both bodies, but now its gone and the collision works again… I think its a dirty work around, but I dont have any idea how to fix it either. If you know how I could prevent shoving, without that, let me hear