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
3
votes
2 answers
preload SKEmitterNode, has lag when using it
this is how i put my emitter:
func addParticle(at: CGPoint) {
let emitter = SKEmitterNode(fileNamed: "hit.sks")
emitter?.position = at
emitter?.zPosition = 10
scene.addChild(emitter!)
…

Anton Shevtsov
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3
votes
0 answers
Add delay to SKEmitter or SKReference to Scene editor
I'm trying to sempificate some animation with scene kit.
I want to achieve to have an SKEmitter to the scene after some delay.
The SKEmitter has a limitated number of spawn emitter, so it is during just 1 second, but I want this animation after 2…

Simone Pistecchia
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3
votes
0 answers
Removing several SKEmitterNodes after they have emitted all their particles
I have come across a problem where I'm having trouble deleting several SKEmitterNodes at different times. Each SKEmitterNode is created through an iteration, so they have different times for when to be deleted (they should be deleted after they have…

J.Treutlein
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3
votes
1 answer
Can't re-use emitter node with different parent in iOS9
I'm trying to pool my particle emitter nodes. I re-use them when they are needed by removing them from their old parent node and adding them as a child of a SKSpriteNode at a new location. I leave the emitter node position set to 0,0 so the emitter…

Stephen
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3
votes
1 answer
SKEmitterNode iOS 8 vs iOS 9 How to get the same result?
I have a game similar to fruit ninja using Swift -> SpriteKit. Everything is working fine on iOS 8 but on iOS 9 SKEmitterNode is having a bit strange behavior. This is what I get for my blade effect on both:
func…

Viktor Todorov
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3
votes
1 answer
Couldn't make a particle follow a path in spriteKit
This is the animation in XCode SKEmitter editor (I want to achieve this on the iPhone) :
This is the animation on the iPhone (I don't want this animation):
Using this code:
let sparkEmmiter = SKEmitterNode(fileNamed: "fireflies.sks")
…

user1872384
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3
votes
2 answers
Do I have to manually remove emitter node from parent after it's done playing?
I currently display particle effects once my sprite collides with another sprite in-game.
I have this snippet of code:
let sparkParticle = SKEmitterNode(fileNamed: "SparkParticle.sks")
if sparkParticle.parent == nil
{
sparkParticle.position =…

aresz
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2
votes
0 answers
How to change the color ramp of an SKEmitterNode?
I am trying to programatically adjust a particleColorSequence of an SKEmitterNode in SpriteKit. I don't want to replace the entire SKKeyframeSequence, but just alter the color of one of the keyframes. I think the way to do this is to use the…

denniswave
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votes
2 answers
How can I get SKEmitterNode to work in SwiftUI?
I'm trying to update the colour of an SKEmitterNode within a UIViewRepresentable. The hue value is passed in from the state on the parent View, and the emitter colour should update when the hue value in the parent state updates.
It initially…

codewithfeeling
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votes
0 answers
SKEmitterNode leaves particles on the screen after being removed from the parent
In my game, I have added a particle effect using SKEmitterNode that plays for a few seconds then is removed from the game.
However, when removed, the particles are left on the screen permanently.
This is the code to add and also remove the…

chustar
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2
votes
1 answer
Issue with SKEmitterNode?
So I am having an issue with one of my SKEmitterNodes. I have an SKSpriteNode that when touched opens a new scene. Here is the code in touches began:
for touch: AnyObject in touches {
let location = (touch as! UITouch).location(in: self)
…

Matthew Anguelo
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2
votes
1 answer
SpriteKit: how to make SKEmitterNode particles twinkle?
The SKEmitterNode in SpriteKit lets you change particle properties, but how can you animate the particles so they twinkle like at the 0:12 mark of this video?
https://www.youtube.com/watch?v=wYy2G0lVTAM
Is this possible?
We tried rapidly alternating…

Crashalot
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2
votes
1 answer
SKEmitterNode disappears when added to a new SKScene
I have a SKEmitterNode that's running on a SKScene and I want to move it to the next SKScene without interrupting the particles.
Normally I'd do it like the following:
let scene: SKScene = GameScene(size: self.size)
let transition =…

jm1175
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2
votes
1 answer
Slowing down particles of an SKEmitterNode
I was just curious, is there a way to slowdown particle emitting along the other objects in the scene. Say you have one particle emitter, and one sprite. Sprite is moved using SKAction. An emitter is emitting. Both nodes are added to the scene. If…

Whirlwind
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2
votes
3 answers
Restart SKEmitterNode without removing particles
I have a particle effect for a muzzle flare set up. What I'm currently using is a low numParticlesToEmit to limit the emitter to a short burst, and doing resetSimulation() on the emitter whenever I want to start a new burst of particles.
The…

Zek
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