Is it OK to drag physics objects?

Hi,

Very quick question, Is it OK to simply drag physics objects using a touch listener?  I was under the impression that it was not and was going to implement a “touch” joint system, however, I was doing some research and found that Corona comes with two sample programs - one using touch joints and the other not.

“DebugDraw” uses touch joints, while “DragPlatforms” does not.  My code is already working using a method the same as “DragPlatforms” (though not physics object), is there any reason I wouldn’t just continue to use this method?  Maybe I have misread things, but I am sure I have read many people saying that you have to use touch joint.

Just want to be clear before I go and code up a bunch of issues for myself.

Cheers,

Craig

Using a touch joint give the best result in most cases. As it is handled directly by the physics engine, no interactions will be missed. If you use a normal touch listener you might have unexspected behaviour, like dragging an object trough a wall for example. So in most cases it is saver to use a touch joint.

If you use the moved object just for collision detection (it is a sensor object) a normal touch listener would work fine in most cases.

Using a touch joint give the best result in most cases. As it is handled directly by the physics engine, no interactions will be missed. If you use a normal touch listener you might have unexspected behaviour, like dragging an object trough a wall for example. So in most cases it is saver to use a touch joint.

If you use the moved object just for collision detection (it is a sensor object) a normal touch listener would work fine in most cases.