v1 Graphics Compatibility seems to break my physics :(

I had been building my game since the release of graphics 2.0 and life has been great. Recently, I discovered Caleb’s awesome CBEffects engine so I reverted to v1 compatibility (since I hadn’t yet used any 2.0 features except for anchor points) but the physics in my game seems to be have been completely screwed up. After toying with it for hours I can’t think of any other possible culprit.

Every object collision occurs very late or not at all. Setting the physics to hybrid draw doesn’t show any abnormalities. I even took out everything CBEffects related wondering if that was somehow interfering to no avail.

Just wondering if anyone else has ran into this issue or has any advice. In the mean time I’ll work on getting CBEffects working with 2.0 how I like it.

Cheers

Sterling

Since reverting to G1 compatibility, did you leave in anchor points, and are you using newPolygon? I’ve run into trouble using these two methods in my G1 projects.

I had replaced all anchor points with :setReferencePoint, and I was only using square physics bodies. Not sure why v1 made everything act all strangely.

Luckily for me getting the few particle effects I needed working with graphics 2.0 was much easier than I expected. Not that that solves the issue for anyone else however.

Since reverting to G1 compatibility, did you leave in anchor points, and are you using newPolygon? I’ve run into trouble using these two methods in my G1 projects.

I had replaced all anchor points with :setReferencePoint, and I was only using square physics bodies. Not sure why v1 made everything act all strangely.

Luckily for me getting the few particle effects I needed working with graphics 2.0 was much easier than I expected. Not that that solves the issue for anyone else however.