Phycis.group vs physic.staticGroup issues

Hmm, ok let’s try with a timer, test this code in phaser3 sandbox( accessible from any examples with the edit button)

var config = {
    type: Phaser.AUTO,
    width: 800,
    height: 600,
    parent: 'phaser-example',
    physics: {
        default: 'arcade',
        arcade: {
            debug: true,
            gravity: { y: 0 }
        }
    },
    scene: {
        preload: preload,
        create: create
    }
};

var game = new Phaser.Game(config);

function preload ()
{
    this.load.image('block', 'assets/sprites/block.png');
}

function create ()
{
    var group = this.physics.add.group({
        collideWorldBounds: true
    });

    var block1 = group.create(100, 300, 'block').setVelocity(0, 100);
    var block2 = group.create(300, 300, 'block').setVelocity(0, -100);
    var block3 = group.create(500, 300, 'block').setVelocity(0, 100);

    this.time.addEvent({
        delay: 2000,
        loop: true,
        callback: function () {
            group.children.entries.forEach(platform => platform.body.velocity.y *= -1);
        }
    });

    this.physics.add.collider(group, group);
}