What I have tried to do so far is to create 2 physics groups for the player:
The first one contains the sprite and the collision pixels (that are only rectangles of 1x1 of size). This is the group that I use when I want to move the player, because all its components move together (the sprite and the pixels). This group shouldn’t have any collider.
The second one consists of only the collision pixels, and it has a collider with the platforms.
So I tried to create the first group (that I call player) containing the sprite and the pixels, and I gave it a collider just for testing:
The problem is that all the components are individually subject to gravity and they fall down, but I would like the collision pixels to stay fixed like in the first picture (even though I would like the general structure i.e. the player group to be subject to gravity). Preferably, I would like a solution that doesn’t involve repositioning the components for each frame.