Hi WarpRulez,From you description it does sound like there is an issue manifesting for you in your particular setup. When using spriteNodeWithImageNamed: the framework has to run through a name resolution scheme that can't assume you haven't changed an asset on disk though there is opportunity for caching that is in general done. The resolution scheme has to check the following places (and roughly in this order):- Any loose .png files in your project that match the name- Any static atlases that contain the name- Any runtime atlases that contain the name (Created with SKTextureAtlas atlasWithDictionary:)- Any asset catalogs that may contain an image or atlas with the matching nameWhen compared to using SKTextureAtlas textureNamed: and then passing that to the creation of your SKSpriteNode you are always going to be faster doing it that way.Normally the name resolution is a very small overhead but something in your setup may be causing it to take much longer than anticipated. If you have time
Topic:
Graphics & Games
SubTopic:
SpriteKit
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