Yeah moving the group wouldn’t affect physics. The problem is we don’t have the reference of each physical particle as we do for traditional physics objects. So the particles are not in complete control and once spawned you can’t manipulate their movement. The only thing feasible is move the entire display group which does not respect physics. I’m stuck in a deadlock here, should have anticipated this earlier but never mind I’ll see what I can do. Anyway appreciate your effort XeduR. 
If you move the entire group, then it doesn’t matter because the physics references are still correct. You only run into issues if you decide to move some parts of the group and not others, because then the physics references are no longer correct.
I have no idea what sort of game you are working on, but most likely you can just get away with the sample code. Where would you have an instance where you need to move the display group, but not a single part of it, given that they are all a part of the same group and all have physics bodies? If you need to only move some objects, then move those objects individually (while keeping the physics limitations in mind).,
Yeah I’ll be taking that route eventually. Mine is a complete physics base scrolling game and I’m moving the obstacles individually and not by group. Now to accommodate physics particles I have to break the entire convention that I’ve been following. It’s fine I’ll keep this restriction in mind for my future projects.
Hi,
i know the standard particle system support this but havent tried the liquid fun stuff yet.
However, a quick search seem to indicate that you need to create them as a group (unlike inserting into a display group) to give them added properties, could be wrong though 
https://docs.coronalabs.com/api/type/ParticleSystem/createGroup.html
You can’t add individual particles to separate display groups. Instead, you have to insert the entire particle system into a display group and it’ll work.
Thanks for your time. The group indicated in the above mentioned documentation refers to the region/area in which you’d want to create the particles. It could be circular, rectangular or of any other shape. My concern here is about assigning a display group to each individual particle, emitted by the particle system, to make them scroll along with rest of the environment.
Thats not what he is asking and that doesnt work for either particle systems.
in the Corona API particle system, the particles can be locked relative to emitter or not.
He is looking for a similar “lock” for liquid fun.
particles themselves dont have properties in Corona, except those inherited from emitter, so unless particle fun will let you lock the particle position to the emitter position, I dont think this can be done. It’s all about the emitter.
Yeah exactly. This particle lock thing is what I’m after. So I take it you’re not sure if LiquidFun has that feature of locking particles relative to the emitter?
Sorry if I missed something. I thought the question was simply how to make the liquid fun particles scroll like this.
Well yeah this is what I want. I’ll have a look at the code and respond shortly.
heh! the handiness of someone who actually tried it.
so, as xedur has shown, is just a matter of inserting the emitter into a displaygroup.
Yeah, this is something that I’ve done in several past projects, so I was sure that I had misunderstood the question when I was told that what I just explained can’t be done. 
Yeah looks you you were indeed right. The display group of particles is same as that assigned to the emitter. But I’m afraid I’m still not 100% convinced with this system. It somewhat looks like the physic particles are not respecting the change of position w.r.t. its environment. I’ve made some changes in your code to demonstrate it.
when i run this project in the simulator on my pc, it all looks fine to me.
have you tried it on a device or only in simulator on pc/mac?
Just on mac. Did you try running the code that I posted? Try moving the particle source, you’ll notice that the behaviour of particles doesn’t change. I might be missing something, could be something straightforward but I wish to clear all kinds of doubts to save the effort for future viewers.
i sometimes had issues like that with my previous monitor, i guess related to refresh rate.
it had some weird 59 fps as max instead of 60.
my current one has no issues, but its a high end device capable of running up to 165 fps in g-sync, although i doubt those abilities get triggered for running the simulator.
yes i tried your modified project and all works fine here.
That’s strange. Anyway thanks for your time. I’ll have a harder look and dig deep into my code to figure out the problem. :)
@leokarun, the problem in your modified code is that you changed every other display object’s group, but you didn’t change the floor’s group.