I've just installed iOS 9 & SDK and am having serious issues with SpriteKit.
I think this might relate to another issue I posted earlier about, not realising I was dealing with a potentially larger issue:
https://forums.developer.apple.com/message/36471#36471
The issue I've now encountered is SKSpriteNode's which were loading fine in iOS 8 are not loading/rendering correctly in iOS 9.
Issues i've seen so far include:
- The app will launch and in some instances sprites will flash on screen for a frame, then dissapear.
- If removing a sprite from parent, the previously loaded sprite of the same type will then become visible.
- Whilt the app is running, sprites will occationally/randomly flash on screen for a frame at random scales, looking seriously messed up.
- This is affecting SKSprites loaded from asset and directly via "spriteNodeWithImageNamed".
The strange thing is - none of the game breaking issues are aparrent in the iOS Simulator, only when running on my iOS devices (iPhone 6+ & iPad Air).
I have had no issues like this using SpriteKit in iOS 7 & 8, only since moving to iOS 9.
Has anyone had similar issues or have any suggestions?
I've had numerous issues with SpriteKit in iOS 9. It's pretty impossible to do anything with SpriteKit right now in Swift 2.
I would recommend you submit bug reports for it. http://bugreport.apple.com
I submitted several bugs – SKEffectNode doesn't work on the Simulator, but it seemed to work on the Device. That caused some of my nodes to disappear.
Anything that's using imageNamed doesn't work like it used to. It requires that I append the .png extension for the asset, even though it's in the Asset Catalog. Another workaround is to remove the item from the asset catalog and readd it. Then it seems to work without the extension.
Bug # 21525497 - SpriteKit SKSpriteNode images from Asset Catalog do not load without extension – breaking Xcode 6 behavior
Bug # 21509174 - SKEffectNode doesn't render on the iOS Simulator for Xcode 7 and Swift 2