From what I’ve read on the forum, using physics.stop() can bring a lot of bugs, if you don’t manage to track all the physics items, especially when using the storyboard / composer API.
Here are the topics in question :
I did track each of my physic item, and remove them everytime I change the scene, but I had several bugs : app crashing on device, weird placement of items when creating the scene, etc.
And then, I did replace physics.stop() by physics.pause(). Now, it seems to work ! No more crash, no more bugs. Even though I’m not 100% sure since I’m gonna need to test a lot more.
And there comes my question : is it actually safe to simply use physics.pause() ? It does work, but then, on what occasion would we need to use physics.stop(); ? And by using physics.pause(), does it means we don’t need to remove all of the physical bodies every time (like when we’re creating newJoint), especially if storyboard removes each display objects ?