What are the units that SpriteKit uses?
Is there a way to get the conversion it is using (pixels to meters)?
If you have used SKPhysicsBody for a game, how did you wrangle the physics to get reasonable behavior? What numeric range did you use?
The documentation states that SI units are used, but its *extremely* clear that this is not the case and some kind of scaling/conversion is happening. (This article http://blog.element84.com/comparing-sprite-kit-physics-to-direct-box2d.html implies its something like 150px<->1m)
The documentation and examples I find online create a world that is sized 1:1 the same as the device size, and set object sizes 1:1 the same as pixels. A 2 kilometer playfield with 150 meter objects flying around it? This is not reasonable.
When I create objects in pixel sizes I get moderately ok behavior (floaty as ****, terrible spring oscillation, but ok). When I create them in reasonable SI units (say, 2 meter sized objects) it all falls apart. Collisions happen before objects overlap (looks a lot like the ~1cm skin box2d adds to objects). Rotations get messed up. Springs behave really weird.
After many hours of experimenting with SKPhysicsBody and googling for answers I am still completely blocked here. I'm hoping someone here can shed light on this mystery!
Thanks!