Just a note for people setting physics bodies to one of the 3 types (dynamic, kinematic, or static).
Quite some weeks back, I was getting odd crashes and strange behavior using the following “legal” code:
physics.addBody( obj, "kinematic", { density=1.0, friction=0.3, bounce=0.1 } )
This behavior recently began repeating itself in my current game, when I tried to apply a physics body to an object larger than, say, 400 pixels in either direction. I would receive a nasty Box2D crash which would in turn bring the Corona Simulator down.
However (good news, I hope!) the crash does not seem to occur when you set the body type after the initial declaration, using “body.bodyType” as follows:
physics.addBody( obj, { density=1.0, friction=0.3, bounce=0.1 } )
obj.bodyType = "kinematic"
In this case, the Simulator runs fine. No crashes… at least in my initial testing. Can anybody else confirm this or state if they have had similar issues? Ansca, any feedback on this? I have no problem declaring my physics bodies in 2 lines, but until this bug is resolved, perhaps you should modify your documentation and warn people about using the “all in 1 line” physics body method. 
Brent
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