Have I got this right here in that you can’t move a group with “display object that have physics bodies” without breaking physics?
If you run this code you see the box which is in a group doesn’t collide at the right point?
If I wanted to create a ragdoll within a group, then position the ragdoll (i.e. the group) as a whole to the right location on the screen, then it wouldn’t crash at the right points? Am I missing something here?
local physics = require("physics") -- Background local displayW, displayH = display.contentWidth, display.contentHeight background = display.newRect(0, 0, display.contentWidth, display.contentHeight) background.strokeWidth = 0 background:setFillColor(1,1,1) background.width, background.height = displayW, displayH background.x, background.y = displayW/2, displayH/2 -- Physics Setup physics.start() physics.setDrawMode( "hybrid" ) physics.setGravity(0, 9) physics.pause() -- Groud local ground = display.newRect( displayW/2, displayH\*3/4, displayW, 100 ) ground.strokeWidth = 3 ground:setFillColor( 0,0,0,0.2 ) ground:setStrokeColor( 1, 0, 0 ) physics.addBody( ground, "static", { friction=0.5, bounce=0.3 } ) -- Box local box = display.newRect( displayW\*1/3, 100, 100,100 ) box.strokeWidth = 10 box:setFillColor(0,0,0,0.2) box:setStrokeColor( 0, 1, 0 ) physics.addBody( box, "dynamic", { friction=0.5, bounce=0.3 } ) -- Box in Group local boxGroup = display.newGroup() local boxIG = display.newRect(boxGroup, displayW\*2/3, 150, 100,100 ) boxIG.strokeWidth = 10 boxIG:setFillColor(0,0,0,0.2) boxIG:setStrokeColor( 0,0,1 ) physics.addBody( boxIG, "dynamic", { friction=0.5, bounce=0.5 } ) boxGroup.y = 200 -- \<\<==== DON'T SEEM TO BE ABLE TO MOVE THE GROUP WITHOUT CAUSING PHYSICS ISSUE -- Start Physics After Pause timer.performWithDelay(2000, function(event) physics.start() end )