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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SKEmitterNode Causing Crash on Scene Restart
I created an SKEmitterNode to attach to my player after he dies. It's a very simple smoke one. The problem is, it is crashing the game when I either:
1) Hit the retry button and transition to the same scene, it will, at a random time, crash the…

datWooWoo
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SKEmitterNode for starfield... sprites are not opaque
I'm working on a SpriteKit game in Swift that has a SKEmitterNode as a background rendering a star field.
I'm trying to make a few of my SKSpriteNodes (but not all) opaque to the background SKEmitterNode but I can't figure out how to do it. Setting…

Richard
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How can I EaseIn/Out SKEmitterNode.particleBirthRate
I'm using a SKEmitterNode to emit some particles on tap. I'm after an effect similar to the hearts in Periscope.
I find that when I add the emitter it doesn't behave like it was just "turned on". That is, particles appear with full alpha far from…

VaporwareWolf
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Emitter use in a skeet game (Swift)
I am new in stackoverflow and Swift both. I am doing a skeet game with Swift and SpriteKit and I would like to implement the broken ceramic effect when I touch a object. I have all about it except this effect. I have just created my "Myparticle.sks"…

Diego
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Can an SKFieldNode be used to also alter the zRotation of a particle?
I'm trying to make an SKFieldNode attract water particles toward the node when using an SKEmitterNode as the particle system. When moving toward the SKFieldNode's location using a field like the radialGravityField, I want the particles to also…

Patrick Collins
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Spritekit Swift particle SKEmitterNode add remove
so this is nice for create a particle, but whats the right way to remove it , after the duration, sparkEmmiter.particleLifetime do not remove it automatically
let sparkEmmiter = SKEmitterNode(fileNamed: "MyParticle.sks")
sparkEmmiter.position =…

Il Profeta Profeta
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SKEmitterNode displaying different in emulator and particle editor
I'm testing the particle system creating blue fire using "SpriteKit Particle File".
The problem is that when running in the emulator the fire is displayed worse. Here you have the images.
Fire in particle editor:
Fire in emulator:
This is the code…

Draelach
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Objective-c, SpriteKit particles not removed after action finished
I'm making a game in Xcode, with SpriteKit and I've encountered a problem while working with particles.
Method of Initializing SKEmitterNode:
-(SKEmitterNode *)newExplosionEmitter {
NSString *explosionPath = [[NSBundle mainBundle]…

Narc0t1CYM
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Objective C - SKEmitterNode position range
Question is how to define a non-rectangular shape for emitter node position range?
By position range I mean this:
emitter.particlePositionRange = CGVectorMake(50,75);
Is there some workaround to make this area triangular instead of rectangular?

Whirlwind
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Detecting when SKEmitterNode particle makes contact with another SKNode
Does anyone know how I can detect when an SKEmitterNode particle makes contact with a SKNode in the SKScene?
I want to apply a little force to the SKNode when a particle makes contact with it for a 2D game I'm creating.

SamoanProgrammer
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Calling removeChild() or removeAllChildren() does not immediately redraw the parent without the child?
Calling removeChild() or removeAllChildren() does not immediately redraw the parent without the child?
I call the following in my GameScene within its didBegin function when two bodies collide:
func markStake(theUStake: SKSpriteNode) {
…
anon
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How to make SKEmitter particles stay relative to the background when I move my SKEmitterNode around the screen?
I feel like this should be a very simple question, but I looked around and it seems to just be working for everybody automatically. But for some reason, when I move the particle emitter around the screen, the particles move with it, and there is no…

Kylan O'Connor
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Lighting a SpriteKit SKEmitterNode
I have a SpriteKit game in which there's an SKEmitterNode.
In the process of lighting the scene with an SKLightNode, I noticed that SKEmitterNode does not have the lightingBitMask property required for lighting. An SKSpriteNode, for example, is…

West1
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iOS/SpriteKit : need explanation about SKEmitterNode location
I'm adding a simple emitter node this way:
class ViewController: UIViewController {
override func viewWillAppear(_ animated: Bool) {
self.addParticles()
}
func addParticles() {
if let emitterNode =…

Another Dude
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setting background color hides SKEmitterNode
How can I have a white background and use SKEmitterNode in SpriteKit?
The emitter disappears if I set the background color of the SKScene. On the default black background I can see the red particles (when I comment out "backgroundColor = .white" in…

Sam Hawksworth
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