Actually, you could try to remove the physics body (using body:removeSelf() ), then instantly replace it with another physics body containing different physical properties.
However, I’m not sure this will work. I have experienced some odd crashes when I try to manipulate physical objects on the fly. In general, I don’t think Corona likes when physics bodies are “forced” in certain ways upon a collision handler. For example, I have tried to snap a physics body to a particular X and Y position when it collides with something, and Corona crashes… however, building a “transition:to()” (even with a very fast 50 milliseconds) to move the body to that X/Y position works just fine. I think this is a bug and should be resolved soon… [import]uid: 9747 topic_id: 3410 reply_id: 10510[/import]