is your PhysicsWorld within the scene or within the level?
Make sure your PhysicsWorld is within the same Item that you use as entityContainer (in your case the level seems to be the right choice), or else Box2D would have to deal with 2 different coordinate systems, which can result in colliders appear to be shifted.
You are experiencing this on Android because the devices have a different aspect ratio than on your desktop. Therefore the gameWindowAnchorItem will be bigger than the scene. I suspect your PhysicsWorld is in the scene and the entities are in the level? But since you anchor the level to the gameWindowAnchorItem, the 0|0 coordinate of the scene (and therefore of the PhysicsWorld) has a different position than the 0|0 coordinate of the level on the screen.
Now if your entity has a position of 50|50, the visual representation (50|50 within the level item) won’t match the physical representation (50|50 within the PhysicsWorld which is your scene).