Collision zone does not appear to scale with object >> what am I doing wrong?

I have a physics body (a paddle) that function correctly and I am trying to xScale the body (its width size) temporarily during gameplay.

I have tried using:

paddle.xScale = 1.5
and
paddle.width = 120

Both methods correctly scale the object visually, but the physics collision zone (displayed in hybrid mode) does not scale with the object’s art.

I’ve tried using a group wrapper for the object…but get the same results.

Not sure what I am doing wrong. How do you get the physics to scale with an object? Or do I have to build the alternate paddle at the beginning and switch between them?

Any help appreciated! [import]uid: 9492 topic_id: 7646 reply_id: 307646[/import]

Additional question (since I can’t edit the OP)…

Is there a way to reinitialize the physics box applied to the object while its being used by the physics engine? [import]uid: 9492 topic_id: 7646 reply_id: 27104[/import]

As far as I know you can’t scale a physics body. You have to remove and recreate the whole thing pretty much. [import]uid: 11024 topic_id: 7646 reply_id: 27108[/import]

Yes…from what I am able to tell…you are stuck with a physics shape once you insert an object into the physics engine…unfortunately.

Here is another thread we found on the matter…
http://developer.anscamobile.com/forum/2011/01/26/how-do-people-change-their-physics-body [import]uid: 9492 topic_id: 7646 reply_id: 27157[/import]