First steps with physics in a 2D game

Hi,

Today i started playing with physics especially collisions with the Paradox engine in a 2D sample.
I followed the documentation here about Physics to set up my sample.

I setted up a first Entity as a PhantomCollider because i only want the events to be trigerred
Then i setted up a second Entity as PhantonCollider too. In the both i checked Sprite.

I created two ColliderShapes the first one as a CapsuleColliderShape because the sprite represent my character and the second one as a Box2DColliderShape because the sprite is a simple platform. In the both i checked is2D.

First of all i declared a private variable of the type IPhysicsSystem in my Game Class

private IPhysicsSystem physicsSystem;

Then i instanciate the physicsSystem in my method LoadContent of the Game Class

physicsSystem = new Bullet2PhysicsSystem(this);
physicsSystem.PhysicsEngine.Initialize(PhysicsEngineFlags.None);

I have a class in which i initialize colliders for my both entities. The UIManager is only a class i use to show up some debug infos on the screen.

public Collider InitializeCollider() {
        this.collider = this.Entity.GetOrCreate(PhysicsComponent.Key)[0].Collider;

        // Link events
        this.Collider.OnContactBegin += Collider_OnContactBegin;
        this.Collider.OnContactChange += Collider_OnContactChange;
        this.Collider.OnContactEnd += Collider_OnContactEnd;
        this.Collider.OnFirstContactBegin += Collider_OnFirstContactBegin;
        this.Collider.OnLastContactEnd += Collider_OnLastContactEnd;

        return this.collider;
    }

    void Collider_OnLastContactEnd(object sender, CollisionArgs e)
    {
        UIManager.GetInstance().AddLine("debugTextBlock","Collider_OnLastContactEnd");
    }

    void Collider_OnFirstContactBegin(object sender, CollisionArgs e)
    {
        UIManager.GetInstance().AddLine("debugTextBlock", "Collider_OnFirstContactBegin");
    }

    private void Collider_OnContactEnd(object sender, CollisionArgs e)
    {
        UIManager.GetInstance().AddLine("debugTextBlock", "Collider_OnContactEnd");
    }

    private void Collider_OnContactChange(object sender, CollisionArgs e)
    {
        UIManager.GetInstance().AddLine("debugTextBlock", "Collider_OnContactChange");
    }

    private void Collider_OnContactBegin(object sender, CollisionArgs e)
    {
        UIManager.GetInstance().AddLine("debugTextBlock", "Collider_OnContactBegin");
    }

Then in my game Class i add the colliders to the physicsEngine.

this.physicsSystem.PhysicsEngine.AddCollider(this.entity.InitializeCollider());
        this.physicsSystem.PhysicsEngine.AddCollider(this.plateforme.InitializeCollider());

But my problem is that events are always trigerred even if my entites aren’t in contact.

Did i do something wrong ?