I'm having problems loading an image from the .xcassets image set for SKSpriteNode.
While it worked perfectly on iOS 8.x using [SKSpriteNode spriteNodeWithImageNamde: imageName], it doesnβt work on some devices on iOS 9. For example, it works on the iPhone 6/6 Plus and iPad Air, but not on iPod Touch 5G.
Works on all devices with iOS 8.x, but not on all devices (e.g. iPod Touch 5g) on ββiOS 9.x (Xcode 7, Xcode 7.1 Beta 3):
SKSpriteNode *background = [SKSpriteNode spriteNodeWithImageNamed:@"MenuBackgroundImage"]; background.anchorPoint = CGPointMake(0, 0); background.zPosition = 100; [self addChild:background];
Interestingly, it works on iOS 9 if I upload an image as follows:
SKTexture *imageTexture = [SKTexture textureWithImage:[UIImage imageNamed:@"MenuBackgroundImage"]]; SKSpriteNode* background = [SKSpriteNode spriteNodeWithTexture:imageTexture];
The problem is that if I load an image from UIImage, internal caching will not work. Does anyone know how to properly load ImageSet from .xcassets in iOS 9 so that it works on ALL devices?
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