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Reply to Older macs on BigSur won't be able to develop iOS 15.4+ apps anymore?
Yes, what I meant is being able to run/test apps on devices running iOS 15.4+, or on the simulator running those versions. Basically you won't be able to use iOS 15.4+ SDKs at all while developing. This is definitely not good. A 2014 Macbook Pro is totally capable of running Monterey. Even more so that the 2014 Mac Mini is still supported by Apple to update to Monterey. A decision that is really hard to understand... Thanks for your reply.
Feb ’22
Reply to SpriteView doesn't pause scene on state change
The solution is to use an id on the GameScene and send it to the SpriteView with the .id() modifier, to force SwiftUI to create a new SpriteView. class GameScene: SKScene, ObservableObject { var id = UUID() } SpriteView(scene: scene, isPaused: paused).id(scene.id) This question was answered on SO: https://stackoverflow.com/questions/69610165/spriteview-doesnt-pause-scene-on-state-change/69610906#69610906 by @jnpdx.
Oct ’21
Reply to How can you pause a SpriteKit scene from SwiftUI, without reinitializing it every time?
Thanks a lot @OOPer. It works as intended. One more related question. To track the paused state inside of the SpriteKit scene, I guess the best option would be to call a method on the scene, maybe in the onChange(of:perform:) modifier? var body: some View {     ZStack {       SpriteView(scene: scene, isPaused: showingLevelChooser)         .ignoresSafeArea()       VStack {         Button("Level Chooser") {           showingLevelChooser.toggle()         }         Spacer()       }     }     .sheet(isPresented: $showingLevelChooser) {       VStack {         Button("Cancel") {           showingLevelChooser.toggle()         }         Text("Level Chooser")       }       .background(BackgroundClearView())     } //↓     .onChange(of: showingLevelChooser) { value in       scene.isPaused(value)     }   }
Oct ’21