Questions tagged [sktextureatlas]

An SKTextureAtlas object is a collection of related texture objects created from a texture atlas stored inside the app bundle

SKTextureAtlas is only available in iOS7.0 or later.

Tag questions if your question address one of the following issues:

  • Converting code where sprites are drawn with different textures to using an Atlas
  • Creating a Texture Atlas
  • Creating a Texture from a Texture Atlas
  • Preloading Texture Atlas Data
  • Inspecting the Texture Atlas
  • Adding artwork to the .atlas folder

Apple developer documentation

75 questions
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SKTextureAtlas cannot be found

I dragged a folder named "movementAnim" into the Image assets folder, which is suppose to create a texture atlas (from what I picked from the WWDC 2015 What's New in SpriteKit Session). See the code below: SimpleSprite class: Init() { let…
ErrorFree
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Sprite Kit UIActivityIndicator won't stop animating

I'm trying to pre-load an array of texture atlases during which a UIActivityIndicator is displayed. Once the textures are loaded I want to stop the activity indicator using the .stopAnimating() method. I've inserted breakpoints and found that the…
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How to load SKTextureAtlas texture from plist file

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…
Amani Elsaed
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Can I create SpriteKit texture atlas in runtime

I'm developing an os x / iOS crossword game which uses SKLabelNode to display the crossword letters as a child on a SKNode subclass. So for each letter there is SKNode.SKLabelNode. Without using SKLabelNode the draw counts are in the range of 6-8.…
Simon Kemper
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Does a SKTexture from a SKTextureAtlas support the mipmap feature?

From apples documentation: "You can only request mipmaps if both of the texture’s dimensions are a power of two." However, it's unclear whether the SKTextures from SKTextureAtlas's also support this feature (since they're essentially a bit different…
Theis Egeberg
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Xcode Simulator Showing Textures Correctly But Not Device

I just switched the textures in my SpriteKit game to using a Sprite Atlas. It is all working fine when I test on the Simulator, but on my connected actual iPhone, it does not. All textures in the atlas display in a sort grid pattern, shrunken and…
Muindor
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Sprite Kit Animations and Texture Atlases in Swift 4

Currently working on an application that requires a little bit of animations through an array of images. I've done tons of research online on how to resolve my issue but couldn't run into anything for Swift 4. Below is my code, it shows the first…
Dewan
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XCode8 TextureAtlas compiler did not produce

I was adding new particle.sks file into my Swift 3.0 project in XCode8. I created the partile-file with the XCode editor. I have many particles already (done in XCode7). All of sudden my app won't compile because of: TextureAtlas compiler did not…
user594883
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SpriteKit: Using SKTextureAtlas causes incorrect Physics Body

I am building my first sprite kit game, and recently read an article that said to use SKTextureAtlas to improve performance. So I migrated all my sprite images into organized .atlas folders and updated the code accordingly. However, now my sprites…
JimmyJammed
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Atlas Not Loading @3x Images

When using the simulator for the iphone6 plus, the images that loads from an atlas, load at @2x~iphone, instead of the @3x~iphone. When I load an image (not using the atlas) the @3x~iphone works. I'm using one atlas, which contains both @2x~iphone…
Jarron
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How to force SKTextureAtlas created from a dictionary to not modify textures size?

In my project, textures are procedurally generated from method provided by PaintCode (paint-code). I then create a SKTextureAtlas from a dictionary filed with UIImage generated by these methods : myAtlas = SKTextureAtlas(dictionary: myTextures) At…
Dominique Vial
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Sprite Kit animateWithTextures lags

I'm using texture atlases in my Sprite Kit game. I'm creating SKTextureAtlas object and store it's textures in array for each animation. So when I need some animation on my hero I call animateWithTextures sending it the corresponding array. There…
tagirkaZ
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Creating Texture Atlases with Folder References rather than Groups

Many of the resources in my project are located in folder references rather than groups, i.e. blue, not yellow folders. This is for a number of reasons - I considered both solutions, and folder references were the better option (I do things like…
Smikey
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How do I get rid of SKTextures?

Maybe this is easy, but I'm lost. I have a project where I have to make a full-screen animation that uses 8 jpgs to simulate a page opening. So what I am doing is: I have an SKSpriteNode that displays on the full screen making an array of 8…
Cocorico
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Does Sprite Kit load a texture atlas multiple times if I use SKTextureAtlas later?

This is making me think. Game starts and I create sprites with -spriteNodeWithImageNamed: method. Later for animation, I create a SKTextureAtlas object. Some people say it is faster because -spriteNodeWithImageNamed: will first look in your app…
openfrog
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