Bug: I have created a simple coin animation that executes perfectly but the delay between the frames remains the same whether I have set the delayPerUnit. Infact the delay is quite low and the frames changed very slowly. Here is my sample code that I have tried with and without CCSpriteBatchNode the results are the same.
CCSize size = CCDirector::sharedDirector()->getWinSize();
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile("coin-sprite-sheet.plist");
CCSpriteBatchNode * batchNode = CCSpriteBatchNode::create("coin-sprite-sheet.png");
this->addChild(batchNode);
CCArray * spriteFrames = CCArray::create(CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-1.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-2.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-3.png"),
CCSpriteFrameCache::sharedSpriteFrameCache()->spriteFrameByName("coin-4.png"),
NULL);
CCAnimation* animation = CCAnimation::createWithSpriteFrames(spriteFrames);
animation->setDelayPerUnit(0.6); <---- change here to any value no effect
CCSprite * sprite_ = CCSprite::createWithSpriteFrameName("coin-1.png");
sprite_->setPosition(ccp(size.width/2,size.height/2));
batchNode->addChild(sprite_, 10);
CCRepeatForever * rep = CCRepeatForever::create(CCAnimate::create(animation, true));
sprite_->runAction(rep);
I believe it's a bug in cocos2dx-windowsPhone. I am using currently this http://github.com/qima/cocos2d-windowsphone. Please have you added a fix for this issue.