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  1. Fixed that stuff by downgrading to package Phaser: 2.6.3 from phaser-ce: *
  2. Hi Everyone! Hopefully someone can help with the issue I have faced. I am building a simple racing game and want to implement collision between car and other objects. I am using p2 physics. When I create primitive body objects (e.g. body.setRectangle) collision works fine, but when i use polygon (body.loadPolygon) i have created in PhysicsEditor the car just rides throw these objects without any collisions. I have tried building very simple objects to exclude "holes" in collide, creating collision groups but unfortunately any of these things helped. Attaching my code and a screenshot Car class: export default class extends Phaser.Sprite { constructor ({ game, x, y, asset }) { super(game, x, y, asset) game.physics.p2.enable(this, true) this.anchor.setTo(0.5) this.body.clearShapes() this.body.loadPolygon('physicsData', 'car') this.body.angle = -90 this.cursors = game.input.keyboard.createCursorKeys() this.velocity = 0 } Obstacle code: create () { this.game.physics.startSystem(Phaser.Physics.P2JS) this.game.physics.p2.defaultRestitution = 0.8 this.map = this.game.add.tileSprite(0, 0, 2880, 1620, 'map') this.game.world.setBounds(0, 0, 8640, 4860) this.map.scale.setTo(3, 3) this.mapAbove = this.game.add.sprite(0, 0, 'race') this.game.physics.p2.enable(this.mapAbove, true) this.mapAbove.body.clearShapes() this.mapAbove.body.loadPolygon('physicsData', 'race') this.car = new Car({ game: this.game, x: 3800, y: 3750, asset: 'car' }) this.game.add.existing(this.car) this.game.camera.follow(this.car) } Also i am using this stuff as skeleton - https://github.com/lean/phaser-es6-webpack Could troubles be in incorrect packages? Looking forward for Your reply, Thanks!