SpriteKit

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Drawing shapes, particles, text, images, and video in two dimensions using SpriteKit.

SpriteKit Documentation

Posts under SpriteKit subtopic

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Can a physical body be partially contained by an edge-loop body?
I have a sprite kit scene with an edge loop physics body set programmatically with the category bit mask set to a custom Physics Category called Edge. Through the scene editor, I've added several sprite nodes with varying physics body types and various category masks and collision masks. The collision mask for a particular sprite node includes the Edge category. Initially, I have this node partially off the screen on the scene editor but when I run the program, it appears completely inside the edge loop. Is it possible to have a sprite node be positioned partially inside the edge loop and partially outside the edge loop?
0
0
646
Sep ’23
Sorting of isometric SKTileMapNode incorrect?
Im programmatically using SKTileMapNode. The code is C# (Xamarin.iOS) but should be readable by every Swift/ObjC developer.The problem is that the sorting of tiles in isometric projection seems to be incorrect and I cannot see why. To test, the map has 1 row and 5 columns. See the screenshot:https://dl.dropboxusercontent.com/u/111612273/SVhjD.pngThe tiles at 0|0 and 2|0 are in front of the others. The pyramid styled tile at 4|0 however, is drawn correctly in front of the one at 3|0.I'm using two simple tiles: The first one has a resolution of 133x83px and the second one is 132x131px:https://dl.dropboxusercontent.com/u/111612273/bcIvP.pngandhttps://dl.dropboxusercontent.com/u/111612273/wzCZV.pngThis is what it looks like in Tiled and what I am trying to reproduce: https://dl.dropboxusercontent.com/u/111612273/66G6p.pngThe tile map is setup and added to the scene using the following code:var tileDef1 = new SKTileDefinition (SKTexture.FromImageNamed ("landscapeTiles_014")); var tileDef2 = new SKTileDefinition (SKTexture.FromImageNamed ("landscapeTiles_036")); var tileGroup1 = new SKTileGroup (tileDef1); var tileGroup2 = new SKTileGroup (tileDef2); var tileSet = new SKTileSet (new [] { tileGroup1, tileGroup2 }, SKTileSetType.Isometric); var tileMap = SKTileMapNode.Create(tileSet, 5, 2, new CGSize (128, 64)); tileMap.Position = new CGPoint (0, 0); tileMap.SetTileGroup (tileGroup1, 0, 0); tileMap.SetTileGroup (tileGroup2, 1, 0); tileMap.SetTileGroup (tileGroup1, 2, 0); tileMap.SetTileGroup (tileGroup2, 3, 0); tileMap.SetTileGroup (tileGroup2, 4, 0); tileMap.AnchorPoint = new CGPoint (0, 0); Add (tileMap);The tile size used to initialise the tile map (128|64) looks strange to me. It really hasn't anything to do with the texture size of the tiles and unlike everywhere else in SpriteKit it doesn't seem to be using "points". However, this is the size where Tiled is giving me nicely aligned tiles and also SpriteKit is looking good, besides the sorting issue.What am I doing wrong or where am I thinking wrong?
7
0
2.1k
Jul ’23
Help need SpriteKit player not affected by gravity but still able to jump and kick and walk but only to a vertían point
move sprite in SpriteKit along x and y but within a playable area so they do it walk on the “houses” but still jump which would have them overlap the house since this is 2D game any advice? I have tried playable rect but I get the fatal error and not sure how to set up the vectoring so the player can still jump and kick even whne not affected by gravit.
0
0
621
Jun ’23
Is there a way to save SKTextureAtlas(dictionary) sprite sheets to disk to read later?
My app uses SpriteKit and requires the use of SKTextureAtlas for performance. However, it uses user-generated content, which means that atlases don’t initialize using bundled images, but instead have to recreate all sprite sheets, leading to long loading times. Is it possible to save the sprite sheets made from user-generated content to disk so that SKTextureAtlas can load them instead of recreating all sprite sheets upon every initialization? Is there any alternative solution to this problem? For example, is there a way to dump a bunch of images into memory to use as a texture pool and keep them there until deallocated?
0
0
776
May ’23
Safe to update SKSpriteNode's texture on background thread?
I understand UI updates have to be on the main thread, but what about SKSpriteNode's texture? Can I update that in the background? I can update it in the background and it works like I want it to. No crashes, warnings, etc. I did verify that the thread is not the main thread via [NSThread isMainThread]. I have since wrapped the texture change in a dispatch_sync on the main queue and it works the same as without it. Regards, Patrick
0
0
950
May ’23
Possible to batch SKEmitterNodes?
I've noticed that every SKEmitterNode added to a scene increased the draw call count. Even if the emitter node is used the same texture from a texture atlas. Is there a method for batching mutliple emitter nodes that use the same texture? The use case is that I am attaching an emitter node to bullets.
1
2
1.2k
Apr ’23
SpriteKit fillTexture different results in TestFlight
I have a screen in an app that uses SpriteKit to display items that should look kind of like bubbles. When I'm testing it with the simulator or my real device everything looks fine. However when I install the app through TestFlight the appearance is very different. This is how it should look and it is running directly from Xcode: and this is the installed app: I'm using a semi-transparent png image to achieve the 3D look. Here is the debug view hierarchy: So it's a SKShapeNode with a SKTexture added as a child of the main node. It appears also that the View Hierarchy looks similar to the TestFlight one but I guess I shouldn't rely on that as it's not a real rendering the way it's on a device. I tried to change blending which completely changes the look and the results are again different locally and installed. Tried changing the rendering mode as well but it's still the same. Any idea why it looks different and how can I know which appearance it will be when released on the App Store?
0
0
847
Mar ’23
How to animate SKShapeNode's lineLength
I would like to animate the SKShapeNode’s lineLength property.Quote from the documentation:By interpolating this value over time (for example, in your scene's update(_:) callback), you can animate the shape as if it were drawn in real time.This is exactly what i would like to do but how can i change the value?The lineLength is a get property.
2
1
1.4k
Jan ’23
Sprites with same shader but different uniform values
I have been trying to find information on this, but I just can't find anything. The SKShader and SKUniform reference documents do not provide this information, and neither does the SpriteKit Programming Guide document (and in fact, it seems that shaders are not mentioned there at all, even though the document is linked to from the SKShader and SKUniform reference documents). Couldn't find this by googling either.The SKShader documentation recommends sharing shaders between sprites as much as possible. In other words, if two sprites use the same shader, it's better to share the same SKShader object between them rather than create a new shader for each one.But what if two such sprites use the same shader, but different uniform values? For example, there may be a uniform named "factor" used in the shader, and one sprite wants to use a value of 0.25 for it, while another wants to use a value of 0.4. (As far as I understand, this is something that can be done with one single shader, and it should be completely efficient. Nothing changes when rendering the sprites, except the value of that uniform, which should be possible and efficient.)I can't find any info on what the kosher way of doing this in SpriteKit using SKShader.The 'shader' property of SKSpriteNode retains the object. Which means that the one and same SKShader object will be shared between two sprites if I simply assign one to both. Obviously this won't work if I want them to use a different value for a uniform.I notice that SKShader is copyable. Should I assign a copy of the original SKShader object to each sprite? Will this work? Will it be efficient? Can then each copy be assigned different uniform values and then they will work properly? Or do I need to replace the SKUniform objects in each copy with new objects?What is the correct way of doing this?
12
1
3.4k
Jan ’23
SKEmitterNode disable antialiasing of a particle nodes
Hi there! I am using SpriteKit for most of my game development, and while I am usually able to achieve what I need using the framework, I find my self a bit stuck with the usage of SKEmitterNode. I am developing a pixel-art style game, which among others drills down to the fact that whatever is rendered to the scene, should not be anti-aliased. This because that will remove the pixelated effect. For textures, one can use the filteringMode property and set it to .nearest to achieve this. However, with an SKEmitterNode, setting this property of the emitted particles using particleTexture has no effect. As a result, all emitted particles are antialiased, which breaks the pixel art look of the game. Looking at the documentation, I guess particles are rendered in a different way compared to normal SKSpriteNode, hence this property has no effect. Specifically this sentence A particle’s texture is always stretched uniformly. draws me to that conclusion. I have been trying to workaround this, but I find no working solution to the problem. Rolling my own emitter system will be a daunting task, that I prefer not to engage into. I hope someone here might have a suggestion how to work around this. If not, I would be interested to learn how I could request this as a feature to Apple (as I dont think this is necessarily a bug). Hope you can help, Sander
0
1
779
Jan ’23
SpriteKit SKView no longer transitions between scenes in iOS 9
We have a code base that was written and released in 2013, but in iOS 9 the app no longer transitions between SKScenes when the presentScene:transition: message is sent to our SKView.Here's what we tried:Disabling Metal via the Info.plistUsing [SKTransition transitionWithCIFilter:duration:] instead of the predefined animationsTweaking zPositionSwitching to regular UIView animations (this made our SKNodes disappear)None of the above attempts fixed the issue. Note that everything transitions properly in iOS 8Any suggestions on how to locate/fix/workaround the bug?
10
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3k
Jan ’23
SPRITE KIT: move in a x and y region on a background street view along with jumping and creating a shadow
I am trying to make player move up and done on a region and jump but I am only able to create the bounded rectangle and make player affected by gravity so they can move along the x axis. I have a street background with houses and want them to be able to move along the width and height of the street and jump but when I make player affected by gravity there is no way to keep it on the street part of the background. do I use SKregion? and how do I implement if I do and create the shadow? Thanks for all feedback
0
0
963
Jan ’23
Is it possible to animate a path similar to how StrokeEnd works in SpriteKit ?
I've been googling this for a while now and trying out various things from StackOverflow etc. I want to draw paths, then animate a line that 'grows' over that path. I'm coming to the conclusion it is NOT possible to animate a shape or bezierpath in an SKScene. Using the CABasicAnimation stuff would work, but I can't figure out how to add layers or views... Using SKActions isn't really what I want to do... i can only scale etc. Not really grow as i need.It feels like there is a massive gap in what SpriteKit can do here. Has anyone found this? Anyone found a way around it ? I'm really stuck here.. The whole concept of my game idea relys on this feature and I can't figure out a way to even start !!! 😟appreciate any ideas or pointers. thanks
8
0
4.5k
Jan ’23
Image quality issues when deploying app
Hi, I have my app on the App Store for about 3 month. Today, I created an update and started to test via TestFlight. However, the image quality of the PNG files are really bad (though haven't changed anything!) There are items in the image that shouldn't be, ... - to me, it looks like the quality of the images were downsampled or whatever. I've included screenshots on how it looks like. On my Mac, the images are correct, also on the device emulator. It only appears when distributing the app ... might there be something wrong with the created archives? Anyone else experienced something like that, how can I fix this? Thanks for your help, Mario 1st Image: how it looks like on the simulator. 2nd Image: how it looks on the iPhone. please note how the buttons appear
2
0
1.4k
Oct ’22
CIMotionBlur broken in iOS16 ?
The following code just does not behaves the same way previous to iOS 16 and with iOS 16. The blur effect does not seem to work correctly in iOS 16. class GameScene: SKScene { override func didMove(to view: SKView) { let shapeNode = SKShapeNode(circleOfRadius: 30) shapeNode.fillColor = .green shapeNode.strokeColor = .clear addChild(shapeNode) let blurredShapeNode = SKShapeNode(circleOfRadius: 30) blurredShapeNode.fillColor = .red blurredShapeNode.strokeColor = .clear let effectNode = SKEffectNode() addChild(effectNode) effectNode.addChild(blurredShapeNode) let blurAngle = NSNumber(value: 0) effectNode.filter = CIFilter( name: "CIMotionBlur", parameters: [kCIInputRadiusKey: 30, kCIInputAngleKey: blurAngle]) } }
1
0
1.2k
Oct ’22
[SKCropNode setMaskNode:] crash, any idea? Help!
[SKCropNode setMaskNode:] crash, any idea? Help! Crashed: com.apple.main-thread EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x000000012e8067b0 0 SpriteKit 0x62d2c SKCCropNode::setMaskNode(SKCNode*) + 8 1 SpriteKit 0xa0854 -[SKCropNode setMaskNode:] + 88
Replies
0
Boosts
0
Views
656
Activity
Sep ’23
Can a physical body be partially contained by an edge-loop body?
I have a sprite kit scene with an edge loop physics body set programmatically with the category bit mask set to a custom Physics Category called Edge. Through the scene editor, I've added several sprite nodes with varying physics body types and various category masks and collision masks. The collision mask for a particular sprite node includes the Edge category. Initially, I have this node partially off the screen on the scene editor but when I run the program, it appears completely inside the edge loop. Is it possible to have a sprite node be positioned partially inside the edge loop and partially outside the edge loop?
Replies
0
Boosts
0
Views
646
Activity
Sep ’23
SpriteKit and Previews still in the weeds Xcode 14.3.1
Mac Studio won't show scene in canvas assist
Replies
0
Boosts
0
Views
636
Activity
Aug ’23
Sorting of isometric SKTileMapNode incorrect?
Im programmatically using SKTileMapNode. The code is C# (Xamarin.iOS) but should be readable by every Swift/ObjC developer.The problem is that the sorting of tiles in isometric projection seems to be incorrect and I cannot see why. To test, the map has 1 row and 5 columns. See the screenshot:https://dl.dropboxusercontent.com/u/111612273/SVhjD.pngThe tiles at 0|0 and 2|0 are in front of the others. The pyramid styled tile at 4|0 however, is drawn correctly in front of the one at 3|0.I'm using two simple tiles: The first one has a resolution of 133x83px and the second one is 132x131px:https://dl.dropboxusercontent.com/u/111612273/bcIvP.pngandhttps://dl.dropboxusercontent.com/u/111612273/wzCZV.pngThis is what it looks like in Tiled and what I am trying to reproduce: https://dl.dropboxusercontent.com/u/111612273/66G6p.pngThe tile map is setup and added to the scene using the following code:var tileDef1 = new SKTileDefinition (SKTexture.FromImageNamed ("landscapeTiles_014")); var tileDef2 = new SKTileDefinition (SKTexture.FromImageNamed ("landscapeTiles_036")); var tileGroup1 = new SKTileGroup (tileDef1); var tileGroup2 = new SKTileGroup (tileDef2); var tileSet = new SKTileSet (new [] { tileGroup1, tileGroup2 }, SKTileSetType.Isometric); var tileMap = SKTileMapNode.Create(tileSet, 5, 2, new CGSize (128, 64)); tileMap.Position = new CGPoint (0, 0); tileMap.SetTileGroup (tileGroup1, 0, 0); tileMap.SetTileGroup (tileGroup2, 1, 0); tileMap.SetTileGroup (tileGroup1, 2, 0); tileMap.SetTileGroup (tileGroup2, 3, 0); tileMap.SetTileGroup (tileGroup2, 4, 0); tileMap.AnchorPoint = new CGPoint (0, 0); Add (tileMap);The tile size used to initialise the tile map (128|64) looks strange to me. It really hasn't anything to do with the texture size of the tiles and unlike everywhere else in SpriteKit it doesn't seem to be using "points". However, this is the size where Tiled is giving me nicely aligned tiles and also SpriteKit is looking good, besides the sorting issue.What am I doing wrong or where am I thinking wrong?
Replies
7
Boosts
0
Views
2.1k
Activity
Jul ’23
No audio on local device build
I built a simple Swift game in SpriteKit. I have audio on the simulator but no audio or sound effects on the device. Any suggestions?
Replies
3
Boosts
0
Views
2.9k
Activity
Jul ’23
Help need SpriteKit player not affected by gravity but still able to jump and kick and walk but only to a vertían point
move sprite in SpriteKit along x and y but within a playable area so they do it walk on the “houses” but still jump which would have them overlap the house since this is 2D game any advice? I have tried playable rect but I get the fatal error and not sure how to set up the vectoring so the player can still jump and kick even whne not affected by gravit.
Replies
0
Boosts
0
Views
621
Activity
Jun ’23
Is there a way to save SKTextureAtlas(dictionary) sprite sheets to disk to read later?
My app uses SpriteKit and requires the use of SKTextureAtlas for performance. However, it uses user-generated content, which means that atlases don’t initialize using bundled images, but instead have to recreate all sprite sheets, leading to long loading times. Is it possible to save the sprite sheets made from user-generated content to disk so that SKTextureAtlas can load them instead of recreating all sprite sheets upon every initialization? Is there any alternative solution to this problem? For example, is there a way to dump a bunch of images into memory to use as a texture pool and keep them there until deallocated?
Replies
0
Boosts
0
Views
776
Activity
May ’23
Safe to update SKSpriteNode's texture on background thread?
I understand UI updates have to be on the main thread, but what about SKSpriteNode's texture? Can I update that in the background? I can update it in the background and it works like I want it to. No crashes, warnings, etc. I did verify that the thread is not the main thread via [NSThread isMainThread]. I have since wrapped the texture change in a dispatch_sync on the main queue and it works the same as without it. Regards, Patrick
Replies
0
Boosts
0
Views
950
Activity
May ’23
Possible to batch SKEmitterNodes?
I've noticed that every SKEmitterNode added to a scene increased the draw call count. Even if the emitter node is used the same texture from a texture atlas. Is there a method for batching mutliple emitter nodes that use the same texture? The use case is that I am attaching an emitter node to bullets.
Replies
1
Boosts
2
Views
1.2k
Activity
Apr ’23
SpriteKit fillTexture different results in TestFlight
I have a screen in an app that uses SpriteKit to display items that should look kind of like bubbles. When I'm testing it with the simulator or my real device everything looks fine. However when I install the app through TestFlight the appearance is very different. This is how it should look and it is running directly from Xcode: and this is the installed app: I'm using a semi-transparent png image to achieve the 3D look. Here is the debug view hierarchy: So it's a SKShapeNode with a SKTexture added as a child of the main node. It appears also that the View Hierarchy looks similar to the TestFlight one but I guess I shouldn't rely on that as it's not a real rendering the way it's on a device. I tried to change blending which completely changes the look and the results are again different locally and installed. Tried changing the rendering mode as well but it's still the same. Any idea why it looks different and how can I know which appearance it will be when released on the App Store?
Replies
0
Boosts
0
Views
847
Activity
Mar ’23
How to animate SKShapeNode's lineLength
I would like to animate the SKShapeNode’s lineLength property.Quote from the documentation:By interpolating this value over time (for example, in your scene's update(_:) callback), you can animate the shape as if it were drawn in real time.This is exactly what i would like to do but how can i change the value?The lineLength is a get property.
Replies
2
Boosts
1
Views
1.4k
Activity
Jan ’23
Sprites with same shader but different uniform values
I have been trying to find information on this, but I just can't find anything. The SKShader and SKUniform reference documents do not provide this information, and neither does the SpriteKit Programming Guide document (and in fact, it seems that shaders are not mentioned there at all, even though the document is linked to from the SKShader and SKUniform reference documents). Couldn't find this by googling either.The SKShader documentation recommends sharing shaders between sprites as much as possible. In other words, if two sprites use the same shader, it's better to share the same SKShader object between them rather than create a new shader for each one.But what if two such sprites use the same shader, but different uniform values? For example, there may be a uniform named "factor" used in the shader, and one sprite wants to use a value of 0.25 for it, while another wants to use a value of 0.4. (As far as I understand, this is something that can be done with one single shader, and it should be completely efficient. Nothing changes when rendering the sprites, except the value of that uniform, which should be possible and efficient.)I can't find any info on what the kosher way of doing this in SpriteKit using SKShader.The 'shader' property of SKSpriteNode retains the object. Which means that the one and same SKShader object will be shared between two sprites if I simply assign one to both. Obviously this won't work if I want them to use a different value for a uniform.I notice that SKShader is copyable. Should I assign a copy of the original SKShader object to each sprite? Will this work? Will it be efficient? Can then each copy be assigned different uniform values and then they will work properly? Or do I need to replace the SKUniform objects in each copy with new objects?What is the correct way of doing this?
Replies
12
Boosts
1
Views
3.4k
Activity
Jan ’23
Changing cursor in SpriteKit
I've found only some old posts about this topic, that can't be implemented nowadays. Can someone help me to find a way to change your mouse cursor to a custom cursor in SpriteKit?
Replies
0
Boosts
1
Views
756
Activity
Jan ’23
SKEmitterNode disable antialiasing of a particle nodes
Hi there! I am using SpriteKit for most of my game development, and while I am usually able to achieve what I need using the framework, I find my self a bit stuck with the usage of SKEmitterNode. I am developing a pixel-art style game, which among others drills down to the fact that whatever is rendered to the scene, should not be anti-aliased. This because that will remove the pixelated effect. For textures, one can use the filteringMode property and set it to .nearest to achieve this. However, with an SKEmitterNode, setting this property of the emitted particles using particleTexture has no effect. As a result, all emitted particles are antialiased, which breaks the pixel art look of the game. Looking at the documentation, I guess particles are rendered in a different way compared to normal SKSpriteNode, hence this property has no effect. Specifically this sentence A particle’s texture is always stretched uniformly. draws me to that conclusion. I have been trying to workaround this, but I find no working solution to the problem. Rolling my own emitter system will be a daunting task, that I prefer not to engage into. I hope someone here might have a suggestion how to work around this. If not, I would be interested to learn how I could request this as a feature to Apple (as I dont think this is necessarily a bug). Hope you can help, Sander
Replies
0
Boosts
1
Views
779
Activity
Jan ’23
SpriteKit SKView no longer transitions between scenes in iOS 9
We have a code base that was written and released in 2013, but in iOS 9 the app no longer transitions between SKScenes when the presentScene:transition: message is sent to our SKView.Here's what we tried:Disabling Metal via the Info.plistUsing [SKTransition transitionWithCIFilter:duration:] instead of the predefined animationsTweaking zPositionSwitching to regular UIView animations (this made our SKNodes disappear)None of the above attempts fixed the issue. Note that everything transitions properly in iOS 8Any suggestions on how to locate/fix/workaround the bug?
Replies
10
Boosts
0
Views
3k
Activity
Jan ’23
SPRITE KIT: move in a x and y region on a background street view along with jumping and creating a shadow
I am trying to make player move up and done on a region and jump but I am only able to create the bounded rectangle and make player affected by gravity so they can move along the x axis. I have a street background with houses and want them to be able to move along the width and height of the street and jump but when I make player affected by gravity there is no way to keep it on the street part of the background. do I use SKregion? and how do I implement if I do and create the shadow? Thanks for all feedback
Replies
0
Boosts
0
Views
963
Activity
Jan ’23
Is it possible to animate a path similar to how StrokeEnd works in SpriteKit ?
I've been googling this for a while now and trying out various things from StackOverflow etc. I want to draw paths, then animate a line that 'grows' over that path. I'm coming to the conclusion it is NOT possible to animate a shape or bezierpath in an SKScene. Using the CABasicAnimation stuff would work, but I can't figure out how to add layers or views... Using SKActions isn't really what I want to do... i can only scale etc. Not really grow as i need.It feels like there is a massive gap in what SpriteKit can do here. Has anyone found this? Anyone found a way around it ? I'm really stuck here.. The whole concept of my game idea relys on this feature and I can't figure out a way to even start !!! 😟appreciate any ideas or pointers. thanks
Replies
8
Boosts
0
Views
4.5k
Activity
Jan ’23
Image quality issues when deploying app
Hi, I have my app on the App Store for about 3 month. Today, I created an update and started to test via TestFlight. However, the image quality of the PNG files are really bad (though haven't changed anything!) There are items in the image that shouldn't be, ... - to me, it looks like the quality of the images were downsampled or whatever. I've included screenshots on how it looks like. On my Mac, the images are correct, also on the device emulator. It only appears when distributing the app ... might there be something wrong with the created archives? Anyone else experienced something like that, how can I fix this? Thanks for your help, Mario 1st Image: how it looks like on the simulator. 2nd Image: how it looks on the iPhone. please note how the buttons appear
Replies
2
Boosts
0
Views
1.4k
Activity
Oct ’22
CIMotionBlur broken in iOS16 ?
The following code just does not behaves the same way previous to iOS 16 and with iOS 16. The blur effect does not seem to work correctly in iOS 16. class GameScene: SKScene { override func didMove(to view: SKView) { let shapeNode = SKShapeNode(circleOfRadius: 30) shapeNode.fillColor = .green shapeNode.strokeColor = .clear addChild(shapeNode) let blurredShapeNode = SKShapeNode(circleOfRadius: 30) blurredShapeNode.fillColor = .red blurredShapeNode.strokeColor = .clear let effectNode = SKEffectNode() addChild(effectNode) effectNode.addChild(blurredShapeNode) let blurAngle = NSNumber(value: 0) effectNode.filter = CIFilter( name: "CIMotionBlur", parameters: [kCIInputRadiusKey: 30, kCIInputAngleKey: blurAngle]) } }
Replies
1
Boosts
0
Views
1.2k
Activity
Oct ’22
Is there a way to save SpriteKit scenes as text files?
AFAIK SpriteKit scene files are basically binary plist files. I've managed to convert them to XML with plutil but Xcode crashes every time I try to open a converted file. Is there a way to make this work? It would help a lot for versioning and team collaboration obviously.
Replies
0
Boosts
0
Views
807
Activity
Oct ’22