Scaling physics bodies attached to sprites?

Probably the best workaround is to define your physics shape edge coordinates manually, based on the scale you have applied to the object. So, if it’s a basic rectangular object, instead of relying on the “auto trace” feature that creates the body based on the image’s boundaries, you manually define those corners in a table of numbers. So, it’s like creating a polygon shape, but in this case the polygon is just a rectangle.

A circle would be even easier: you would just set the body radius multiplied by the same scaled factor.

Hope this helps,
Brent [import]uid: 9747 topic_id: 1563 reply_id: 123727[/import]

Probably the best workaround is to define your physics shape edge coordinates manually, based on the scale you have applied to the object. So, if it’s a basic rectangular object, instead of relying on the “auto trace” feature that creates the body based on the image’s boundaries, you manually define those corners in a table of numbers. So, it’s like creating a polygon shape, but in this case the polygon is just a rectangle.

A circle would be even easier: you would just set the body radius multiplied by the same scaled factor.

Hope this helps,
Brent [import]uid: 9747 topic_id: 1563 reply_id: 123727[/import]

Will be interesting to see how constantly destroying and recreating bodies affects collision events and solid collision iterations. [import]uid: 63787 topic_id: 1563 reply_id: 128586[/import]

Will be interesting to see how constantly destroying and recreating bodies affects collision events and solid collision iterations. [import]uid: 63787 topic_id: 1563 reply_id: 128586[/import]