Hi there!
I am using SpriteKit for most of my game development, and while I am usually able to achieve what I need using the framework, I find my self a bit stuck with the usage of SKEmitterNode
.
I am developing a pixel-art style game, which among others drills down to the fact that whatever is rendered to the scene, should not be anti-aliased. This because that will remove the pixelated effect.
For textures, one can use the filteringMode
property and set it to .nearest
to achieve this.
However, with an SKEmitterNode
, setting this property of the emitted particles using particleTexture
has no effect. As a result, all emitted particles are antialiased, which breaks the pixel art look of the game.
Looking at the documentation, I guess particles are rendered in a different way compared to normal SKSpriteNode
, hence this property has no effect.
Specifically this sentence A particle’s texture is always stretched uniformly.
draws me to that conclusion.
I have been trying to workaround this, but I find no working solution to the problem. Rolling my own emitter system will be a daunting task, that I prefer not to engage into.
I hope someone here might have a suggestion how to work around this. If not, I would be interested to learn how I could request this as a feature to Apple (as I dont think this is necessarily a bug).
Hope you can help, Sander