This question was touched upon in a different thread but want to make it explicitly abou this here.
So I have a world node. All of my objects are on it. This world is then positioned relative to its parent (obviously). This parent node is located at the center of the screen, and it is a point node (i.e. contentSize == CGSizeZero). This parent node scales the world node.
This is basically a game camera. I can position nodes as usual on the world node, in the world node's coordinates.
Now, I thought if the physics node is in my world node, no problem, as these are essentially still at their same scale in node space, it's just the entire world node that gets scaled. Physics being physics, the world is still 'unscaled'.
So why does CCPhysicsBody complain, and is there any way to add nodes to my world, but still have Chipmunk / CCPhysics control the motion?
I used to be able to do this in Cocos2D 1.x with ObjectiveChipmunk.