Collision detection not working as expected

I implemented collision detection on sprites and it works to some extent, but for some reason they seem to fall into each other. See: https://www.youtube.com/watch?v=ROer4ooFPgw

There is some jitter when it reaches the cursor, but I understand why this is happening.

The relevant code is:

Game.js

    create() {
      this.myGuys = this.add.group();

      for (let i = 0; i < 16; i++) {
        this.myGuys.add(
          new Player({
            x: i * PLAYER_RADIUS * 2,
            y: 0,
            scene: this,
          })
        );
      }

      this.physics.add.collider(this.myGuys);
    }

    update() {
      this.myGuys.getChildren().forEach(function(enemy) {
        enemy.accelerateToPointer();
      }, this);
    }

Player.js

class Player extends Phaser.GameObjects.Sprite {
  constructor(config) {
    super(config.scene, config.x, config.y, "me");

    this.stopped = false;
 
    config.scene.add.existing(this);
    config.scene.physics.world.enable(this);
    this.randomSpeed = 10 + Math.random() * 150;
  }

  setStopped(stopped) {
    this.stopped = stopped;
  }

  accelerateToPointer() {
    const pointer = this.scene.input.activePointer;
    if (!pointer.x) return;
    const speed = this.randomSpeed;
    var angle = Math.atan2(pointer.y - this.y, pointer.x - this.x);
    this.body.setVelocity(Math.cos(angle) * speed, Math.sin(angle) * speed);

  }

Is this a problem with Phaser? Or am I doing something silly?

I think that may be unavoidable.

You can try

if (enemy.body.touching.none) enemy.accelerateToPointer();

but it may not make much difference.

Hi, thanks for the reply. You’re right, that makes no difference, however it must be possible as https://agar.io does exactly that. Is this just a Phaser glitch? Why do you think it’s unavoidable? It it just unavoidable the way I have written it?

Arcade Physics isn’t good for tightly packed/stacked bodies. You can try increasing physics fps.

Oh, thanks. Will try that but i guess it will impact performance greatly. I have only started development though so I might try a different physics engine. Can I ask what you would recommend?

Actually, I think you have put me on the right track. I will try the other systems, thank you!!