title: SKshapenode is not responding to Physicsbody
body: <p>I have created a <code>SKShapeNode</code> and I have assigned a <code>physicsBody</code> to it. However, it is not being triggered when there is contact.</p>
  
  <p>Creation of <code>SKShapeNode</code> code:</p>
  
  <pre><code>-(SKShapeNode*)gravityline{
      //SKSpriteNode *lolo=[[SKSpriteNode alloc]init];
      SKShapeNode *lolo = [[SKShapeNode alloc] init];
      CGPoint fff=CGPointMake(ray1.position.x, ray1.position.y);
      CGMutablePathRef path = CGPathCreateMutable();
      CGPathMoveToPoint(path, NULL, fff.x, fff.y);
      CGPathAddLineToPoint(path, 0,rayoriginpoint.x,rayoriginpoint.y );
      CGPathCloseSubpath(path);
      lolo.path = path;
      lolo.name=@"gravityline";
      lolo.strokeColor=[SKColor greenColor];
      lolo.glowWidth=.1;
      CGPathRelease(path);
      lolo.physicsBody=[SKPhysicsBody bodyWithEdgeFromPoint:fff toPoint:rayoriginpoint];
      //lolo.physicsBody=[SKPhysicsBody bodyWithEdgeLoopFromPath:path];
      //lolo.physicsBody=[SKPhysicsBody bodyWithPolygonFromPath:path];
      lolo.physicsBody.categoryBitMask=raylightCategory;
      lolo.physicsBody.collisionBitMask=batCategory;
      lolo.physicsBody.contactTestBitMask=batCategory;
      lolo.physicsBody.usesPreciseCollisionDetection=YES;
      lolo.physicsBody.linearDamping=0;
      lolo.physicsBody.restitution=1.0;
      lolo.physicsBody.dynamic=NO;
  
      return lolo;
  }
  </code></pre>
  
  <p>Here is the trigering code :</p>
  
  <pre><code>- (void)didBeginContact:(SKPhysicsContact *)contact
  {
      SKPhysicsBody *firstBody, *secondBody;
      if (contact.bodyA.categoryBitMask &lt; contact.bodyB.categoryBitMask)
      {
          firstBody = contact.bodyA;
          secondBody = contact.bodyB;
      }
      else
      {
          firstBody = contact.bodyB;
          secondBody = contact.bodyA;
      }
      if (firstBody.categoryBitMask == raylightCategory &amp;&amp; secondBody.categoryBitMask==batCategory)
      {
          NSLog(@"Contact with bat have been made");
          [secondBody.node removeFromParent];
      }
  }
  </code></pre>
  
  <p>If anybody has a clue what I did wrong, why the <code>SKShapeNode</code> is not activating the physicsBody, please let me know.</p>