Give each object a ‘name’ variable and name them uniquely.
Attach a collision event listener to one or both of the objects.
In the listener which detects the collision, decide which is ‘object1’ and create a transition.to to move the first object to the position of object2.
This method is not brilliant because you are forcing values in the physics engine against their will and you’ll probably find that one or both of the objects may disappear during the transition.
You’d actually be better creating a timer which moves the first object using a touch joint, but that would push object 2 out of the way, if it’s not static. You can set the isBodyActive (?) to false for object 2 and thus remove it from the physics calculations. [import]uid: 8271 topic_id: 8641 reply_id: 31073[/import]