A SKEmitterNode object is a node that automatically creates and renders small particle sprites. Particle sprites are privately owned by Sprite Kit—your game cannot access the generated sprites. For example, this means you cannot add physics shapes to particles. Emitter nodes are often used to create smoke, fire, sparks, and other particle effects. Available in iOS 7.0 and later.
Questions tagged [skemitternode]
155 questions
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ios particle emitter - how to make faster?
I have 9 blocks on screen (BlockView is just a subclass of view with some properties to keep track of things), and I want to add a smoke particle emitter behind the top of each block to add some smoke rising from the tops of each block. I create a…

jbug123
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Trouble with SKEmitterNode - doesn't display colors created in sks file
I have the function below to show an emitter. It is supposed to pick which asks file to use for the emitter based upon the color passed into the function. The sks files have been created and named based upon their colors and they display the…

macgeezer
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exc_bad_access when advancing simulation on device
This error only occurs on the actual device. When running on the simulator in Xcode 6, it does not crash.
I am creating outer space and have random shooting stars streak across the sky.
In the scene, [goToSpace] is called which sets up the starfield…

Justin Moore
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SKEmitterNode updating speed of particles already released
Using SKEmitterNode in SprikeKit, is it possible to change the speed/alpha of particles after they are released?
What I'm looking for is a particle emitter that emits particles, those particles are static but after x amount of seconds, they start…

0xSina
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particle emitter super slow on iphone 6
I'm creating a game that uses iOS Sprite Kit + particle emitter. It runs perfectly fine on my simulator, but when I run the game on my iphone 6, it's super slow and laggy and I can barely interact with it.
Any idea why the simulator is so different…

jbug123
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spritekit: trouble with particle keyframe sequence
This should be really straightforward. I'm trying to have my particles fade out using a keyframe sequence.. but when I use the keyframe sequence they dont fade out at all. Not sure what I could be doing wrong.
particle creation:
static func…

hamobi
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SKEmitterNode emitting particles before physics are simulated
I have an SKEmitterNode centered on my player to leave a trail of particles. My player has a physics body and it's moved by physics, not by manually updating it's position.
The issue I'm having is that when the speed of my player increases the…

Ovidiu
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SKEmitterNode HSV range
While I usually prefer RGB color space over HSV, I'd like SKEmitterNode to emit particles with max saturation and value and have hue value to range across all colors. Is that possible?
I'm new to XCode, Swift and SpriteKit, and am unable to open…

Mirac7
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Keeping particles after emitter is destroyed
In my SK Game I have rockets that fire and each one gets an SKEmitterNode that creates a smoke trail effect. Once the rocket hits something I call removeFromParent and this also removes the emitter which instantly removes the smoke trail. I want the…

Todd
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SKEmitterNode not acting as expected
In my SK game, I have a helicopter that launches rockets. The heli can only have one rocket on the screen at a time, the reason being that I didn't want to have to create a new SKEmitterNode every time a rocket is launched, because it seems this…

Todd
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Different particleRotation for each particle to point to the emitter node position
I´m developing a game using sprite kit and I´m struggling with SKEmitterNode. I have created a texture for the particles with the shape of a water drop. I want to emit particles surrounding the emitter node and with the thinner part of the drops…

pdrcabrod
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How to fix memory leak from SKEmitterNode?
I am a beginner with Xcode's sprite-kit programming a game for the iPhone. I am having an issue with the SKEmitterNode. Specifically it looks like I have an unbounded memory leak every time the following SKEmitterNode is added even though I use the…

user3797886
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Why does SKEmitterNode break accumulatedFrame?
I use the following code block and when I debug I see that SKShapeNode's accumulated frame is now {{-160.03586, -42.431793}, {470.03586, 519.50903}}instead of something like {{0,0}, {100,300}}.
If I comment out this whole particle code,…

frankish
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SKEmitterNode causing memory leak
I am programming a game using Xcode and test it on the iOS Simulator, using the Sprite Kit.
The SKEmitterNode I am using seems to cause a memory leak; when the game is running, each time SKEmitterNode is put on the screen (when drawing an…

user3797886
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How do I stop endlessly playing SpriteKit emitter?
I am trying to stop emitter playing endlessly in my Sprite Kit project. The Lifetime setting is set to Start=1 and End=0 and it shows correct result that I want (emits only once).
Problem comes when I call it in update method it keeps emitting…

user2892522
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