@RAoM_games: That’s great to hear! Thanks for doing that test, and I’m glad see that the results turned out good 
@leonZak: Thanks for bringing this to our attention. Do you have similar experience using other Android devices + Storyboard, or just that phone? We’ll be looking more into this.
@lKinx: Just from looking at it, seems like your code looks good. Once you subscribe, you’ll have access to the API and be able to play around with the sample code and easily test your code out (I also encourage changing things and messing around with the samplecode itself for familiarity). Also, in your exitScene you should remove event listeners, stop timers, etc. and remove objects in your destroyScene event.
Regarding physics bodies…
Storyboard does not automatically remove physics bodies, because there’s no way to predict 100% what everyone wants their scene to do. Therefore, nothing is unloaded unless you explicitly tell storyboard to do so, or on a low memory warning (in which case the least used scene’s ‘view’ group will be removed).
All of the adding/removal decisions are left up to you. Physics falls in the same realm as Runtime listeners and timers. If you add event listeners, timers, etc. as always, it is your responsibility to ensure they are removed at some point.
In order to provide flexibility, we have to leave what actually goes INTO the event listeners up to you.
We believe that the four events provided (createScene, enterScene, exitScene, and destroyScene) encompass just about all aspects of the scene creation/removal/transitioning process.
My suggestion for physics bodies would be, since they are removed when you call ‘removeSelf’ on an object, I would just create the objects during ‘createScene’ and then remove them during a ‘destroyScene’ event.
For the actual physics simulation, I would do as user Yogamatta suggested and start/stop physics during your enterScene/exitScene events. [import]uid: 52430 topic_id: 17828 reply_id: 70089[/import]