Bug tracker: 22416124
Sprite Kit Scene Editor bug with Sprite Atlases in Assets Catalog
Basically I used the same process than DemoBots and even in DemoBots this bug exists.
Case 1: You made: @2x, @3x, ~ipad & @2x~ipad and put it on Asset Catalog Sprite Atlas. Xcode 7 puts every image right in place. Drag and drop to SKS Scene Editor and editor creates an SKSpriteNode with the ~ipad image in the texture field. Build and Run on iPad and error: image ~ipad does not exists. Build and Run on iPhone, image blank and no error.
But, when you change manually the texture name to primitive name without any ~ipad or something, sprite change to @2x from iPhone, smaller, and display correctly on iPhone but in iPad is blank square.
Case 2: You made @2x~iphone, @3x~iphone. ~ipad & ~2x~ipad and put it on Asset Catalog Sprite Atlas. Xcode 7 puts every image right in place. Drag and drop to SKS Scene Editor and creates an SKSpriteNode with the ~ipad image in the texture field. Build and Run on iPad and error: image ~ipad does not exists. Build and Run on iPhone, image blank and no error.
But, when you change manually the texture name to primitive name without any ~ipad or ~iphone, sprite works perfectly in editor and works well on iPhone but in iPad makes a blank square.
How I fix it: not using the new Asset Catalog. I use exactly the same files, but in .atlas folder using the older method. If you prepare the files exactly like the new assets catalog needs, but uses the old .atlas folder, everything goes well. When you make a drag & drop to the SKS texture name is ~ipad, but there's no error on any device and images works perfectly.
Please, Mr. Bobjt, we need to use the new App Slicing but we can't do it. By the way, if you use only Universal Assets @1x, @2x, @3x everything works well.
Thanks in advance for your tremedous effort and new incredible features for SpriteKit. Hope this bug will fix it soon.