hi,
I am using a drag function as seen in this thread - http://forums.coronalabs.com/topic/49510-drag-object-returning-nil-value/
but I am seeing some undesirable effects with the physics behaviour of the other functionality related to collisions -
I have some objects that move from a to b via transition.to. the dragged static body when dragged behind the transitioning object will knock the transitioning object off course as if reacting with the transitioned path. this can be exaggerated by setting the physics.setScale up quite high. this doesn’t happen if I test with gravity instead of transition. it’s just a basic transition.to statement with reasonable sized dynamic objects.
also, the dragged object if dynamic is overlapping the transitioning objects which are also dynamic. hence it is dynamic reacting with dynamic (transitioning object). if I change the dragged object to static then it doesn’t really overlap the transitioning objects… why would that be happening? it means that the objects might not bounce off each other until they are completely overlapped sometimes and then others it may react on the touch… the speed that you move the dragged object can have an effect on this also, but it’s still happening sometimes when it’s not even being dragged very fast…