Scaling Group Does Not Scale Physics

In this topic

http://developer.anscamobile.com/forum/2010/08/02/scaling-physics-bodies-attached-sprites#comment-7344

Evan says “On the other hand, you CAN put all the bodies into a big group and scale the entire world at once. The classic iPhone game “Rolando”, also based on Box2D, is a nice example of this.”

Im finding that this doesnt happen, if I scale a group the collision boundaries stay the same

[code]
local physics = require (“physics”)
physics.start()
physics.setGravity (0,0)
physics.setDrawMode( “hybrid” )

local worldGroup = display.newGroup()
local trackGroup = display.newGroup()
worldGroup:insert( trackGroup )

local track = display.newImage( “trackStraight.png” )
physics.addBody( track, “dynamic”, { density=3.0, friction=0.5, bounce=0.2 } )
trackGroup:insert( track )

worldGroup.x = 10
worldGroup.y = 10
worldGroup.xScale = 0.1
worldGroup.yScale = 0.1
[/code] [import]uid: 5354 topic_id: 2562 reply_id: 302562[/import]