FWIW the above iOS error changes for tvOS =
<NSError: 0x600002cdf540; domain: FBSSceneSnapshotErrorDomain; code: 4; reason: "an unrelated condition or state was not satisfied"
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Same problem with Xcode = 14.2 + Simulator = 14.2
There are several other errors out there that appear only with the Simulator, but not with the real App.
Is this Snapshot Error among them?
Meaningful EDIT of my above Post:
Within AppDelegate I have;
var myBall: SKSpriteNode?
Within my `GameViewController, I have:
myBall = SKSpriteNode(texture: SKTexture(imageNamed: ballImg))
Meaningful EDIT of the above Post:
Within my AppDelegate I have: var myBall: SKSpriteNode?
Within my GameViewController I have: myBall = SKSpriteNode(texture: SKTexture(imageNamed: "dinossaur.png"))
Thanks for your patience.
A significant addition =
I converted the specified Scene coordinates to Screen coordinates and set myBall.position = the new Screen coordinates. Plus I deleted the SKAction pair of statements.
But, still no visible movement of the SKSpriteNode = myBall.
As stated above, I am really at a loss on the solution.
And, again, Thanks in Advance!
The solution to making the SKSpriteNodes, myPaddle + myBall, move was to delete them from my GameScene.sks file so this file would not load them.
But rather, use GameViewController's addGamePiecesToScene() to load them via:
set their .zPosition, .size + .position
SKScene.addChild(SKSpriteNode!)
Once the above code changes were inserted, the two Game Pieces started moving in response to my game controller.
I was wrong.
didBegin is called, but only for paddleHitBall.
... but not for either paddleHitWall or ballHitWall.
It is almost certain to me that my error rests within my addGamePiecesToScene.
I'm thinking it has to do with the specs for myRoom within the latter.
But far from certain?
Found a different approach that works
This is specifically directed to Quinn. It is placed here because of its length ...
Success for the iOS Version after “Add for Review”:
And for this success, I am totally indebted to Quinn. Not to mention the fact that in the process I learned a boat-load about TVTopShelfImages and other goodies!
But, not so successful for the tvOS Version
There's always gotta be one "But"
After Archiving and trying to upload the tvOS Version to the App Store, I get “Must choose a Build. ???
The response within the Build Section of App Store Connect, talks about “If your app uses encryption” etc.
When I uploaded my iOS version, App Store Connect initially gave the identical Build error. However, it gave me the option to select “No Encryption” in a Form. Once I selected that, the Build error for the iOS version went away and the Upload to the App Store was successful.
Back to the tvOS Version … App Store Connect did not give me a Form to select “No Encryption”.
Unlike the iOS Version, the tvOS did not have a + sign in the Build section.
The tvOS shows me this:
Nevertheless, the below screen shot of my tvOS .plist file shows NO encryption.
SO, I definitely do not know what it is talking about?
tvOS .plist file:
Don't have a clue what I did, but suddenly the + appeared after Build+
So I clicked on that beauty, and here I am.
Quinn, I owe you a boat load!!
One addition = said Reviewer basically called me a LIAR when I said my App does not respond to touching the iPad screen.
At which point he/she demanded I send them a video of my App working on a real device BECAUSE the Xcode Simulator is no good.
I will NOT be called a LIAR.
Again, this is Assault in Spades.
This Reviewer merits firing without benefits.
I am 82 years old. Physically a wreck, but mentally very sharp.
This must not stand!
I totally disagree with you that it’s a good sign.
I solemnly assure you my Father agrees with me.
Furthermore, just because you have never seen someone use a Controller with a iPad clearly does not say that anyone can’t.
There are over 370,000,000 folk in this country and you are only ONE.
“A bit different with Apple TV”???
Tell you what … the next time you turn on the TV, go up to the screen and tap it.
Let’s use some irrefutable LOGIC here.
I could easily send them a video. I definitely will NOT. But I could.
Said video would “show” using a Controller moving a game piece around a screen.
However with today’s Hollywood mentality it could all be fake.
Got a better idea … the Tester himself using their own Controller with MY App
Damn it works!!
The truth is the Tester is a lowly employee who is too lazy to get up and get a Controller.
The Tester has already proven it won’t work by poking the screen.
I have posted very poignant well crafted words via Promotion and Description that testify my App needs a Controller.
The above logic is irrefutable.
You don’t agree, but that’s your problem.
I was poking holes in your logic, not you.
To quote you earlier, you shouldn’t take it personal
Bye