Quote: "why can't you just recreate the physics body everytime the object is scaled?"
I tried. No joy. But
I still can't scale dynamic objects at all! Not even once just after loading.
Quote: "In my project I am able to scale an object (either static or dynamic), then successfully create it's rigid body"
Creating a mesh from an object does not retain its textures and there is no way of copying the texture information from the original object to the newly created one. (And I don't know how to include per face texturing and UV scaling/rotating in real-time using DBP code)
I had thought of this method for my vertex scaling code. (Which bring me nicely on to.....)
Quote: "I use this code to scale the object using it's vertex data"
That only work if each polygon is separate, creating duplicate vertices. The best way to resolve this is by turning it into a mesh first, then see my above point.
I suppose I'll give this plugin a try using some of the above techniques, but it needs to be finished first! lol I can't design a game engine based on technology which hasn't been released yet! I'm not Microsoft! lol
My signature is NOT a moderator plaything! Stop changing it!