I've noticed a bug, that If a CCPhysicsBody is added to a node with scale != 1 AFTER onEnter is called for that node, the body will NOT scale along with the node, it will be scaled to a scale of 1.
Here are some pictures: (look at the glider), a CCNode which has a scale of 0.736.
Note, all physics bodies are loaded from PhysicsEditor.
Setting the body on didLoadFromCCB (before onEnter)
Setting the .physicsBody after 5 seconds (to new flipped polygon body), sprite scale is the same:
Body scaled incorrectly, as if node was scale=1.0
UPDATE: when changing BACK to the same body (one that had the wrong scale previously), the body is then scaled correctly from now on. So this issue happens the FIRST time a body is added for a node with scale != 1.
This happens ANYTIME a body is added to a node after onEnter, does anyone have an idea of how to fix this?