I thought this won't work, but it looks like that physics body is scaled after all. Here is the code which can reproduce physics body scaling on iOS8 :
- (void)didMoveToView:(SKView *)view {
/* Setup your scene here */
SKSpriteNode *s = [SKSpriteNode spriteNodeWithColor:[SKColor yellowColor] size:CGSizeMake(100,100)];
s.position = CGPointMake(CGRectGetMidX(self.frame), CGRectGetMinY(self.frame)+100);
s.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:s.size];
s.physicsBody.dynamic = YES;
s.physicsBody.affectedByGravity = NO;
[self addChild:s];
[s runAction:[SKAction scaleTo:0.3f duration:5]];
[s.physicsBody applyImpulse:CGVectorMake(0,30)];
}
If I recall correctly , this wasn't worked earlier, but I just tried it and it looks like it work. Still, this is not fully tested and I am not sure if this will mess up the physics simulation. Contact detection will probably work though. I just wanted to show that actual physics bodies are scaled when sprite is scaled . Here is the result:
From the gif above it can be seen that physics body is scaled along with sprite (without re-creating another different sized physics body). The blue bounding box around the sprite is visual representation of sprite's physics body (enabled in view controller with skView.showsPhysics = YES
);
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