I just decided to move my game from 2.3 to 2.4, only to find my sprites with p2 bodies have gone insane. I managed to narrow it down to this test code: function create() { game.physics.startSystem(Phaser.Physics.P2JS); var sprite = game.add.sprite(100, 50); //drawing var graphic = game.add.graphics(); graphic.beginFill('0xff0000'); graphic.drawCircle(100, 50, 10); graphic.endFill(); sprite.addChild(graphic); // Create our physics body. game.physics.p2.enable(sprite, true); sprite.body.setCircle(10); //drawing var graphic2 = game.add.graphics(); graphic2.beginFill('0x0000ff'); graphic2.drawCircle(100, 50, 10); graphic2.endFill(); sprite.addChild(graphic);}var game = new Phaser.Game(800, 600, Phaser.CANVAS, '#phaser_parent', { create: create});Basically,the first graphic gets given a separate physics body at (0,0) and starts with velocity for some reason (because its start position overlaps worldbounds maybe?) The second graphic, added after physics was enabled, works as expected. Also just realised the second graphic is place with global co-ordinates, and the first is placed relative to the sprite. Are these bugs or expected behaviours I've misunderstood/not read the docs properly?