Probably the actions should be called after the update.
A simple way to fix it is by chaning the priority in
_actionManager = new ActionManager();
_scheduler->scheduleUpdateForTarget(_actionManager, Scheduler::PRIORITY_SYSTEM, false);
Anyway, since we are adding better physics integration for v3.0, this is something that we will fix.
BTW, SpriteKit has these priorities:
- first call all
- then execute all actions
- then simulate physics
- then render the scene
Do you see something wrong with that order ?