I'm having a performance issue regarding Apple Spritekit Framework. I use the method preloadTextureAtlases:withCompletionHandler: of SKTextureAtlas to make sure all my textures are loaded before the game really starts.
Yet when the first texture of this atlas (whatever it is) is added to the scene as a child I got a small lag, like if the texture wasn't loaded. It only happens the first time.
I tried real hard to debug this and to find the reason but I couldn't find it. Looking with Instrument and the Time Profiler I got this
Which seems strange since my texture atlas contains all the allocated textures (and they are still allocated). Why does it call a load method ? Maybe it's something related to OpenGL like the texture binding.
I'm sure this correspond to the frame where my object is allocated (see the spike on the right). Nothing else is allocated or in motion here.
I'm really stuck on this and any help would be deeply appreciated. Thanks for your time.