xoros
It independent of C2's collision detection, so it doesn't trigger a collision event. The built-in physics does, but for this plugin it's better to use the collision triggers it has since you can get more info about the collision.
striimix
It's not exactly a simple change. Right now a vector is calculated from the object's center to the origin, and that is used to update the sprite's position from the physics position, and vise versa. I just need to update the math to use the COM instead of the center, which is tricky enough to require a re-think of a lot of the code. I need to handle moving the com when resizing and changing animation frames and collision shapes while at the same time keeping the object stationary.
Calculating the COM isn't an issue as Chipmunk provides functions to do that for all of it's shapes. The tilemap would be a special case which would be an average of the tile's COM. But I probable won't do that since tilemaps can't rotate and are usually static so it would be a needless calculation.