I am trying to move a SKFieldNode (radialGravity) during runtime:
let movingField = SKFieldNode.radialGravityField(
movingField.position = location //location is a touch position
addChild(movingField)
It crashes as soon as I command the field node to change positions. I have no problem placing the field node in a static position at didMoveToView.
I'm guessing SKFieldNodes simply have to stay in place, but maybe theres a solution.
The main idea is to attach the radial fields to sprites (which have physics bodies attached) so that they have attraction/repulsion interactions. I realize this can be done in a more manual approach, but I was trying to take advantage of the physics available in SpriteKit.
Thanks!