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I need to load texture images from plist file to be used for SKTextureAtlas. I have made this using the images as frames manually, i. e. run action with textures. But now I have compacted the images in one .png and added their data to the .plist file.

How can I load the texture from this plist file ?

Amani Elsaed
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  • why do you need to load texture images from plist files? what does your plist even look like? – Knight0fDragon Nov 30 '15 at 19:59
  • To better manage memory. It i like the cocos2D plist, where we save all frames in one png image and add plist for their metadata. I have a .png with all frames side by side and a .plist file with their frames determined. The problem is that I can't load the frames from the plist directly into the SKTextureAtlas. – Amani Elsaed Dec 01 '15 at 09:42
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    i don't use cocos2d, sorry. The atlas is managing the memory for you, and can be created before you even compile, loading a plist into `SKTextureAtlas` seems like it is a waste of time. Just create a folder called `.atlas` put all your images into the atlas, and then call `SKTextureAtlas(named:)` – Knight0fDragon Dec 01 '15 at 12:59

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