I have an odd issue in a scene with a tweened body & a sprite, where the sprite will sometimes ‘fall through’ the body - i.e. the collision doesn’t happen. sometimes the collision works ok.
It appears to be related to the
block.body.moves = false
if I remove that, make it a normal body & move it (setVelocity()) then it works ok.
(it’s not related to the circular collision shape. regular (square) collision shape has the same issue)
the manual says that ‘moves=false’ should be used with a tween or drag.
my guess is that the tween move step is sometimes more than the collision can handle.
I’ll try put some code somewhere. it might take some time.
The same thing will happen in that example if the velocity is increased or the overlap bias is decreased. Moving physics sprites directly (e.g. tweens, input) tends to cause separation failures.