I dont think I like step physics that much only when you pause the game it works effectivly I like a constant force that pushes my charactor down instead and have greater forces that bring the charactor off a plateform. I don't change gravity because that messes up other physics in my app.
Let say you want your charactor jump step physics in the documentation says it might miss collision, and applying a constant force the other direction will make the charactor not float and also it will not miss the collision with certain objects.
agk::SetSpritePhysicsVelocity(numframes2.spriteid,agk::GetSpritePhysicsVelocityX(numframes2.spriteid),agk::GetSpritePhysicsVelocityY(numframes2.spriteid)+5);
will get current velocity and apply a downword force to charactor.
Developer of Space Chips, pianobasic, zipzapzoom, and vet pinball apps. Developed the tiled map engine seen on the showcase. Veteran for the military.