So this is a weird issue, and I've reproduced it here for your amusement: https://github.com/Lordnibbler/brokenatlas (take a look at GameScene.swift, there are two didMove functions which reproduce the issues)
TLDR: I want to use a texture atlas in the Assets.xcassets catalog to load (and eventually animate) an SKSpriteNode for a game.
I also want this SKSpriteNode to have an SKPhysicsBody, which should have its shape determined by the SKTexture loaded from the atlas. According to multiple pieces of Apple documentation this is a reasonable use case:
Why could this be?
Xcode 11.5
iOS 13.5
TLDR: I want to use a texture atlas in the Assets.xcassets catalog to load (and eventually animate) an SKSpriteNode for a game.
I also want this SKSpriteNode to have an SKPhysicsBody, which should have its shape determined by the SKTexture loaded from the atlas. According to multiple pieces of Apple documentation this is a reasonable use case:
https://developer.apple.com/documentation/spritekit/sknode/getting_started_with_physics_bodies
- https://developer.apple.com/documentation/spritekit/skphysicsbody/shaping_a_physics_body_to_match_a_node_s_graphics
Why could this be?
Xcode 11.5
iOS 13.5