Why camera in the game cannot be scaled, moved without the use of groups. Incorrectly displayed physics, you can not use LiquidFun in the game with the camera movement. Generally a lot of problems.
Since LiquidFun is part of the physics engine, and the liquid “particles” they create are physics objects, they face the same limitations as any other physics objects in regards to scaling, shifting display groups around independently of each other. Are you trying to scale/move groups of particles around separately, versus moving/scaling the entire “world”?
I’ve tried to put the Liquidfun particle system inside a transformed (x and y) displaygroup parent but it doesn’t move with the displaygroup. This approach works well for other physicsobjects. Maybe i’m doing something wrong?
If you turn your physics.drawMode on to hybrid, you will see that your rectangle visually scaled, but the physics body did not. Particles are part of physics. They don’t scale up or down. You have to create the particle system as the desired size and recreate it if you change the size.
Which build # are you using? Typically, to handle camera “zoom” with physics, you need to regard the entire world as one entity, and scroll/pan/zoom everything equally. This should work fine with normal physics. As for particles and LiquidFun, I believe the engineers are making some tweaks in respect to display groups, but I’ll need to check with them on the exact details.
Since LiquidFun is part of the physics engine, and the liquid “particles” they create are physics objects, they face the same limitations as any other physics objects in regards to scaling, shifting display groups around independently of each other. Are you trying to scale/move groups of particles around separately, versus moving/scaling the entire “world”?
I’ve tried to put the Liquidfun particle system inside a transformed (x and y) displaygroup parent but it doesn’t move with the displaygroup. This approach works well for other physicsobjects. Maybe i’m doing something wrong?