At first, make sure that you don’t manually move enemies or bullet groups. Any changes you want to make, you should apply to main group only.
Physics world is not an exact representation of the screen, and putting objects in different group can mislead us to think that they should collide while in reality in physics world they are separated.
For example:
Let’s say we have a bullet and enemy, neither of them still not inserted in any grouop, both at position x,y = 150, 150.
If we add them to physics, they will obviously collide.
Now lets add each of them to their own group ( Bullets and Enemies groups).
Now if we move bullets group for example:
Bullets.x = Bullets.x + 300
Our bullet and enemy will look quite separated on screen but in physics world they will still collide, because their x,y values are still 150,150.
When you use debug mode, do the debug rigid bodies that should collide actually collide visually on screen, or their position is all over the place?
Also, when in debug mode, are debug objects rotating with the main group or they are in place (they shouldn’t rotate in debug mode)
Please note, that when you rotate the group that rigid bodies belong to, only their visual representation is rotated, but not their physics body. Therefore if you set debugMode to “hybrid” you will see that debug rigid bodies are not in the same place as their visual representation.
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