Hello, I'm writing to report an issue (or a documentation error).
I am using the Entity/Component Architecture incorporated in the GamePlayKit framework. Additionally, I want to take advantage of the user interface provided by the Scene Editor. This is essential for me if I want to involve more people in the project.
The issue occurs when linking the user interface data with the GKScene of the aforementioned framework.
The first issue arises when adding a component through the interface as shown in the image
Then at that moment:
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene from the loaded GKScene
if let sceneNode = scene.rootNode as! GameScene? {
Scene.rootNode is nil, and the scene is not presented.
However, I can work around this issue by initializing the scene separately:
if let scene = GKScene(fileNamed: "GameScene") {
// Get the SKScene loaded separately
if let sceneNode = SKScene(fileNamed: "GameScene") as! GameScene? {
But from here, two issues arise:
The node contains a component, and the scene has been loaded separately
- When trying to access a specific entity through its SKSpriteNode:
self.node?.entity // Is nil
It becomes very difficult to access a specific entity. When adding a component, an entity is automatically created. This is demonstrated here:
The node contains a component, and the scene has been loaded separately.
I only have one way to access this entity, and since there is only one, it's easy:
sceneNode.entities[0]
- But even so, it's not very useful because when I try to access its components, it turns out they don't exist.
I just wanted to mention this because it would be very helpful for me if this issue could be resolved.
Thank you very much in advance.