body A category = 0001, contact = 1001body B category = 0101, contact = 1000(Body A category) bitwise-& (body B contact) = 0000, would not flag collision(Body B category) bitwise-& (body A contact) = 0001, flags collisionAccording to the documentation, if either comparison gives a nonzero result, you'll get a collision notification.https://developer.apple.com/documentation/spritekit/skphysicsbody/1519781-contacttestbitmaskIf you don't want that notification, you have to make sure that body B's category mask does not overlap with body A's contact mask.
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We don't use sks files but do everything programmatically, so I don't know what might be happening under the hood there. Unfortunately I only have two physical devices, one with iOS 12.4 and one now with 13.3. I can't say for sure whether the issue has to do with the device's iOS version or with the Xcode version and libraries instead, but our code has two paths when making a physics body. One for iOS 13.0 and 13.1 where it uses a convex hull, and one for everything else where it uses the texture but not from an atlas. Upgrading from 13.2 to 13.3 didn't break it, so I assumed 13.3 was at least as working as well as 13.2 when it came to making physics bodies. I also assumed a 13.1 device would still be broken, but don't have one to test. Simulator testing never showed a problem, but it wasn't practical in our case.
As discussed in various stackoverflow threads, physics bodies from textures was completely broken in 13.0 and 13.1. It was partially fixed in 13.2 in that it works for textures that are not in atlases. I haven't checked 13.3 specifically yet since we worked around the issue by adding duplicate not-in-atlas versions of textures just for making physics bodies (and by falling back to a convex-hull approach when running under 13.0 and 13.1). As a suggestion to try to get something working, see if you can remove anything that needs a texture-based physics body from an altas.
Not that it's necessarily the issue at the moment, but you will soon be required to offer Sign in with Apple as well as sign in with Facebook (unless your app falls under one of the exemptions).https://developer.apple.com/app-store/review/guidelines/#sign-in-with-apple
Maybe just iterate through everything in the scene's children field and print out names, at least for debugging. (The code as written might well crash if it had found the button, since SpriteKit doesn't like addChild when the added node already has a parent.)
I was running into this a couple of weeks ago and finally got it to accept a password of the formUj28-Bky1-J1sK-19Sn(four groups of four random letters/numbers, separated by dashes). I've no idea what the real requirements are, but someone in a different thread mentioned that it was probably unhappy with the password, so I was just trying different ones.
You're complying with all the requirements in 5.4? Registered as an organization and not an individual, use NEVPNManager, have the appropriate declarations about data collection in the app, etc? What is the app using a VPN for or claiming that it can be used for?