SpriteKit

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Drawing shapes, particles, text, images, and video in two dimensions using SpriteKit.

Posts under SpriteKit tag

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Different methods of animating shape along custom path?
I'm trying to animate a shape (e.g. a circle) to follow a custom path, and struggling to find the best way of doing this. I've had a look at the animation options from SwiftUI, UIKit and SpriteKit and all seem very limited in what paths you can provide. Given the complexity of my path, I was hoping there'd be a way of providing a set of coordinates in some input file and have the shape follow that, but maybe that's too ambitious. I was wondering if this were even possible, and assuming not, if there were other options I could consider.
1
0
1.2k
Jan ’24
StoreKit2 IOS17 RedeemCode recognition of purchase
I have implemented auto renewable subscriptions in my app, as well as promo codes. Purchase of subscriptions both monthly and annual; work correctly. What I don't know is what to "listen for" instead of product, when the user uses a promo code to purchase the product. am I looking for a different product code? or product identifier when the offer code is used to subscribe?
0
0
828
Jan ’24
SpriteKit in Vision OS can't detect touch input
Hello everyone I am porting my existing 2d game writing by spritekit to visionOS and I am creating a SpriteView in WindowGroup let currentScene = BattleScene.newGameScene(gameMode: "endless", dataContext: dataController.container.viewContext) SpriteView(scene: currentScene) .ignoresSafeArea(.all) .frame(width: currentScene.frame.width, height: currentScene.frame.height, alignment: .center) .onReceive(NotificationCenter.default.publisher(for: GameoverNotification)) { _ in stopAllAudio() } .onTapGesture { location in let viewPosition = location let touchLocation = CGPoint(x: viewPosition.x, y: viewPosition.y) print("touch on vision window: ", touchLocation.x, touchLocation.y) } .glassBackgroundEffect() //WindowGameView() // .environment(\.managedObjectContext, dataController.container.viewContext) // .environment(model) // .environment(pressedKeys) } .windowStyle(.automatic) .defaultSize(width: 0.5, height: 1.0, depth: 0.0, in: .meters) run it and it turns out the scene can't receive tap event. but it works normal if I run it with my ios target (vision Os designd for ipad) is there anything I missed?
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876
Jan ’24
CIFilter + SpriteKit broken behavior on iOS 16
Hello there 👋 I've noticed a different behavior between iOS 15 and iOS 16 using CIFilter and SpriteKit. Here is a sample code where I want to display a text and apply a blurry effect on the same text in the back of it. Here is the expected behavior (iOS 15): And the broken behavior on iOS 16: It looks like the text is rotated around the x-axis and way too deep. Here is the sample code: import UIKit import SpriteKit class ViewController: UIViewController {     var skView: SKView?     var scene: SKScene?     override func viewDidLoad() {         super.viewDidLoad()         skView = SKView(frame: view.frame)         scene = SKScene(size: skView?.bounds.size ?? .zero)         scene?.backgroundColor = UIColor.red         view.addSubview(skView!)         skView!.presentScene(scene)         let neonNode = SKNode()         let glowNode = SKEffectNode()         glowNode.shouldEnableEffects = true         glowNode.shouldRasterize = true         let blurFilter = CIFilter(name: "CIGaussianBlur")         blurFilter?.setValue(20, forKey: kCIInputRadiusKey)         glowNode.filter = blurFilter         glowNode.blendMode = .alpha         let labelNode = SKLabelNode(text: "MOJO")         labelNode.fontName = "HelveticaNeue-Medium"         labelNode.fontSize = 60         let labelNodeCopy = labelNode.copy() as! SKLabelNode         glowNode.addChild(labelNode)         neonNode.addChild(glowNode)         neonNode.addChild(labelNodeCopy)         neonNode.position = CGPoint(x: 200, y: 200)         scene?.addChild(neonNode) } }
5
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3.2k
Dec ’23
Can't hear CAF Audio in running app
I have an unusual situation. I'm working through some self study training and this particular project is a game similar to fruit ninja where things are flying around the screen and you slice through them by swiping your finger. Anyway the instructor provided a series of "*.caf" files for various sounds while playing the game. For some reason I can't hear any of the sounds on my personal Mac when running the app via Xcode to either an iOS iPad simulator or to a real iPad that I have attached to my mac and setup for developer use in Xcode. Yes sound is working on the mac (hear new email come in etc. and can play videos in the browser). In the iPad simulator I can play youtube videos in mobile safari. While adjusting the sound doesn't seem to raise or lower the volume I can hear the audio in the youtube videos. On the real iPad: yes the sound is on and I can hear audio while playing videos in the browser etc. Lastly, I pushed the code up to GitHub and pulled it to my work Mac. There the sound plays just find in the iOS iPad simulator on that Mac (not allowed to attach my personal iPad to my work mac so can't try the iPad there). So I fell like this confirms the code is correct for playing the sounds in the running app. Oh, and I can select the file in left nav and click the little play button icon to hear it played in Xcode. so, I feel like this is an issue on my personal Mac with Xcode etc., but I'm at a loss as to what the issue is. Can anyone suggest some things to look for on my Mac to get sound working in this app? if you want to see the code it's here and the free training i'm following is at https://www.hackingwithswift.com/100/77. TIA
3
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1.3k
Dec ’23
SpriteKit - Associating sound with motion
I need to associate sound with the movement of a sprite. Movement can be as a result of physics, not as a result of an SKAction. When the object is sliding thee should be sliding sound throughout the time when it is sliding, and then a different sound when it bumps into a rock and goes up in the air. When the object is airborne, there is no sound, till it falls again - a falling sound, and then slides down with a sliding sound. The sounds associated with the collision ( rock, ground and so on ) are straightforward and work fine. But am having difficulty associating the sound with movement. The closest result I have is to check the velocity of the sprite's physics body every update cycle and play or stop the sound based on whether the velocity is greater than zero. I tried SKAction.playSoundFileNamed first - the sound kept going even when the object was not moving. I tried adding an SKAudioNode with Play and Stop, with no better result. I finally tried using AVAudioPlayer to play and Pause , which yielded the best results, but the sliding sound still played past the sliding action. What is the best way to do this? My code for playing the sound is as follows: var blockSliding = false for block in gameBlocks { if (block.physicsBody?.velocity.dx ?? 0) + (ball.physicsBody?.velocity.dy ?? 0) > 0.05 { blockSliding = true break } } if slideSound.isPlaying { if !blockSliding { slideSound.pause() } } else { if blockSliding { slideSound.play() } } I have setup slideSound earlier loading the appropriate sound file into an AVAudioPlayer
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765
Nov ’23
ProRes4444 with alpha not work using AVPlayer
I have a ProRes 4444 format video with an alpha channel. The circle in the middle of the video is completely opaque, while the rest is fully transparent. Everything looks normal in iMovie, as I can see the background through the surrounding parts. However, when I play it using AVPlayer, the parts that are supposed to be fully transparent appear somewhat opaque, as shown in the image below: I used the official project provided by Apple named 'using_hevc_video_with_alpha', but I only replaced the HEVC with alpha format file with a ProRes 4444 format video file. Below is the main code. import Cocoa import SpriteKit import AVFoundation class ViewController: NSViewController { @IBOutlet var skView: SKView! var videoPlayer: AVPlayer! override func viewDidLoad() { super.viewDidLoad() if let view = self.skView { // Load the SKScene from 'backgroundScene.sks' guard let scene = SKScene(fileNamed: "backgroundScene") else { print ("Could not create a background scene") return } // Set the scale mode to scale to fit the window scene.scaleMode = .aspectFill // Present the scene view.presentScene(scene) // Add the video node guard let alphaMovieURL = Bundle.main.url(forResource: "xuewang", withExtension: "mov") else { print("Failed to overlay alpha movie on the background") return } videoPlayer = AVPlayer(url: alphaMovieURL) let video = SKVideoNode(avPlayer: videoPlayer) video.size = CGSize(width: view.frame.width, height: view.frame.height) print( "Video size is %f x %f", video.size.width, video.size.height) scene.addChild(video) // Play video videoPlayer.play() } } }
0
0
1k
Nov ’23
Unable to use SpriteKit with Swift Playground Books
All our custom Playground Books using SpriteKit stopped working after upgrading to SwiftPlaygrounds version 4.4 To reproduce the issue, simply create a new book by clicking the top right hand icon and in the book add two lines of code. import SpriteKit let circle = SKShapeNode(circleOfRadius: 100.0) The second line produces an error. I tried with other classes. SKAction seems to work. SKSpriteNode, SKTexture etc have the same issue. Please help. Our students are stuck!
2
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1.1k
Oct ’23
err: [0x159dec540|RoomCongruence::Processor|Processor] One or more of the chosen IR Presets does not contain room congruence data or the data is corrupted.
mac mini 2018, MAC OS Ventura 13.5.2, Xcode 15.0 im running my game app in iPhone SE(3rd gen) device(not simulator) with IOS 17 and getting the following error in console: [0x159dec540|RoomCongruence::Processor|Processor] One or more of the chosen IR Presets does not contain room congruence data or the data is corrupted. err shows in console among this other errs messages: getFilePtr: error -1 getting file status [Room Congruence] isIrDataUserDataDictionaryStructurallyValid: IRData User Data invalid - underlying CF object is nil. [0x159dec540|RoomCongruence::Processor|Processor] One or more of the chosen IR Presets does not contain room congruence data or the data is corrupted. the error is showing only(one time) when user have started a game, but not showing if user select to play again. app have been tested on IOS 15 and 16 but not showing this error. appreciate any help, i can provide any other data as necessary. Sorry if im may be missing any info or data necessary this my first time posting here, thanks.
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780
Oct ’23
err:[Room Congruence] isIrDataUserDataDictionaryStructurallyValid: IRData User Data invalid - underlying CF object is nil.
mac mini 2018, MAC OS Ventura 13.5.2, Xcode 15.0 using SpriteKit im running my game app in iPhone SE(3rd gen) device(not simulator) with IOS 17 and getting the following error in console: [Room Congruence] isIrDataUserDataDictionaryStructurallyValid: IRData User Data invalid - underlying CF object is nil. the error is showing only(one time) when user have started a game, but not showing if user select to play again. the error is showing among the following console errs: getFilePtr: error -1 getting file status [Room Congruence] isIrDataUserDataDictionaryStructurallyValid: IRData User Data invalid - underlying CF object is nil. [0x159dec540|RoomCongruence::Processor|Processor] One or more of the chosen IR Presets does not contain room congruence data or the data is corrupted. app have been tested on IOS 15 and 16 but not showing this error. appreciate any help, i can provide any other data as necessary. Sorry if im may be missing any info or data necessary this my first time posting here, thanks.
0
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773
Oct ’23
Is it possible to make Unity iOS App into iOS widget extension?
HELLO WORLD! I am currently developing an amazing Unity mini Game. The game development has come to the deploying stage. Using Unity allows me to deploy this game on MacOS, iOS, Android and Windows which is fantastic . However, I really need this game to have the iOS widget extension as a key feature on mobile. Just like the "Steve" dinosaur game which can be played in widget. I had seen a lot of tutorials and youtube videos but still cant find a solution which make Unity iOS app into a widget. If I really want to make widget Game on iOS, do I need to develop the whole game all over again in xcode or using GameKit? Really hoping there's a way to simply convert the Unity iOS app into a widget.
3
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2.5k
Oct ’23
Sudden error being logged continuously in XCode console
I've an app I've been working on for quite some time now. It uses SpriteKit. The windows with the scenes in them are generated programmatically. All of a sudden, when it's up and running through XCode, the console throws out a continuous stream of errors - probably in the order of 1 per second. The main one that makes up this stream is: 2022-03-07 20:07:38.765930+0000 My*App[8461:465673] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value But others that appear slightly less frequently are: 2022-03-07 20:07:38.447800+0000 My*App[8461:465143] Metal GPU Frame Capture Enabled 2022-03-07 20:07:38.448070+0000 My*App[8461:465143] Metal API Validation Enabled 2022-03-07 20:07:38.613097+0000 My*App[8461:465640] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.613415+0000 My*App[8461:465640] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.613442+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkCreateWithCGDisplays count: 1 [displayID[0]: 0x1] [CVCGDisplayLink: 0x7f9596053820] 2022-03-07 20:07:38.613467+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613487+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613541+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613575+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613634+0000 My*App[8461:465671] [] [0x600000c09f10] CVXTime::reset 2022-03-07 20:07:38.613718+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639810+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639887+0000 My*App[8461:465671] [] [0x7f9596053820] CVCGDisplayLink::getDisplayTimes display: 1 -- SLSDisplayGetCurrentVBLDelta returned 0 => generating fake times 2022-03-07 20:07:38.673702+0000 My*App[8461:465653] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.673748+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::stop 2022-03-07 20:07:38.673862+0000 My*App[8461:465653] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.673883+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::start I really don't know how else to describe this. I can only imagine having to hand over the entire project as lately I've only been working on the storyboard file so how would this affect it? To be honest the only change I can see is my upgrade to OSX 12.2.1. It's definitely something to do with SpriteKit since not initialising a window with a scene in it stops the errors from showing.
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9.5k
Oct ’23
Can a physical body be partially contained by an edge-loop body?
I have a sprite kit scene with an edge loop physics body set programmatically with the category bit mask set to a custom Physics Category called Edge. Through the scene editor, I've added several sprite nodes with varying physics body types and various category masks and collision masks. The collision mask for a particular sprite node includes the Edge category. Initially, I have this node partially off the screen on the scene editor but when I run the program, it appears completely inside the edge loop. Is it possible to have a sprite node be positioned partially inside the edge loop and partially outside the edge loop?
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646
Sep ’23
No UIImage(resource:) equivalent for SpriteKit
I love the new UIImage(resource:) initializer that uses the automatically generated symbols for my image assets. However, there does not appear to be an equivalent in SpriteKit so I am forced to still use SKSpriteNode(imageNamed:) I am using Xcode 15 Beta 7. Will this be included when Xcode 15 goes into production?
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853
Sep ’23
Xcode Won't Launch After Crash
Xcode will try to open to the last opened project, which caused the crash, but it will just crash again. Any suggestions? Edit: I submitted the logs to apple and a restart did not resolve. Translated Report (Full Report Below) Process: Xcode [836] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 14.3.1 (21815) Build Info: IDEFrameworks-21815000000000000~2 (14E300c) App Item ID: 497799835 App External ID: 857328487 Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2023-09-02 09:57:22.3965 -0400 OS Version: macOS 13.5.1 (22G90) Report Version: 12 Anonymous UUID: C53B443F-47B9-4610-5294-CDFB25DDE82B Time Awake Since Boot: 300 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_PROTECTION_FAILURE at 0x000000016b5d3fe0 Exception Codes: 0x0000000000000002, 0x000000016b5d3fe0 Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 Terminating Process: exc handler [836] VM Region Info: 0x16b5d3fe0 is in 0x167dd0000-0x16b5d4000; bytes after start: 58736608 bytes before end: 31 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL mapped file 167dcc000-167dd0000 [ 16K] r--/rw- SM=COW ...t_id=d707e06b ---> STACK GUARD 167dd0000-16b5d4000 [ 56.0M] ---/rwx SM=NUL ... for thread 0 Stack 16b5d4000-16bdd0000 [ 8176K] rw-/rwx SM=PRV thread 0 Kernel Triage: VM - (arg = 0x0) pmap_enter retried due to resource shortage VM - (arg = 0x0) pmap_enter retried due to resource shortage VM - (arg = 0x0) pmap_enter retried due to resource shortage VM - (arg = 0x0) pmap_enter retried due to resource shortage
1
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854
Sep ’23
Different methods of animating shape along custom path?
I'm trying to animate a shape (e.g. a circle) to follow a custom path, and struggling to find the best way of doing this. I've had a look at the animation options from SwiftUI, UIKit and SpriteKit and all seem very limited in what paths you can provide. Given the complexity of my path, I was hoping there'd be a way of providing a set of coordinates in some input file and have the shape follow that, but maybe that's too ambitious. I was wondering if this were even possible, and assuming not, if there were other options I could consider.
Replies
1
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0
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1.2k
Activity
Jan ’24
StoreKit2 IOS17 RedeemCode recognition of purchase
I have implemented auto renewable subscriptions in my app, as well as promo codes. Purchase of subscriptions both monthly and annual; work correctly. What I don't know is what to "listen for" instead of product, when the user uses a promo code to purchase the product. am I looking for a different product code? or product identifier when the offer code is used to subscribe?
Replies
0
Boosts
0
Views
828
Activity
Jan ’24
SpriteKit in Vision OS can't detect touch input
Hello everyone I am porting my existing 2d game writing by spritekit to visionOS and I am creating a SpriteView in WindowGroup let currentScene = BattleScene.newGameScene(gameMode: "endless", dataContext: dataController.container.viewContext) SpriteView(scene: currentScene) .ignoresSafeArea(.all) .frame(width: currentScene.frame.width, height: currentScene.frame.height, alignment: .center) .onReceive(NotificationCenter.default.publisher(for: GameoverNotification)) { _ in stopAllAudio() } .onTapGesture { location in let viewPosition = location let touchLocation = CGPoint(x: viewPosition.x, y: viewPosition.y) print("touch on vision window: ", touchLocation.x, touchLocation.y) } .glassBackgroundEffect() //WindowGameView() // .environment(\.managedObjectContext, dataController.container.viewContext) // .environment(model) // .environment(pressedKeys) } .windowStyle(.automatic) .defaultSize(width: 0.5, height: 1.0, depth: 0.0, in: .meters) run it and it turns out the scene can't receive tap event. but it works normal if I run it with my ios target (vision Os designd for ipad) is there anything I missed?
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0
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0
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876
Activity
Jan ’24
An error appears (Thread 1: Fatal error: Unexpectedly found nil while unwrapping an Optional value) when I try to add a scene file with the .sks extension to an app playground type project with the .swiftpm extension
The error shown in the picture appears when I try to link the StartScene.sks file to the code Attached are pictures of the code Please help me🙏🏻
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1
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0
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883
Activity
Jan ’24
An error appears (Thread 1: Fatal error: Unexpectedly found nil while unwrapping an Optional value) when I try to add a scene file with the .sks extension to an app playground type project with the .swiftpm extension
The error shown in the picture appears when I try to link the StartScene.sks file to the code Attached are pictures of the code Please help me🙏🏻
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0
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0
Views
842
Activity
Dec ’23
CIFilter + SpriteKit broken behavior on iOS 16
Hello there 👋 I've noticed a different behavior between iOS 15 and iOS 16 using CIFilter and SpriteKit. Here is a sample code where I want to display a text and apply a blurry effect on the same text in the back of it. Here is the expected behavior (iOS 15): And the broken behavior on iOS 16: It looks like the text is rotated around the x-axis and way too deep. Here is the sample code: import UIKit import SpriteKit class ViewController: UIViewController {     var skView: SKView?     var scene: SKScene?     override func viewDidLoad() {         super.viewDidLoad()         skView = SKView(frame: view.frame)         scene = SKScene(size: skView?.bounds.size ?? .zero)         scene?.backgroundColor = UIColor.red         view.addSubview(skView!)         skView!.presentScene(scene)         let neonNode = SKNode()         let glowNode = SKEffectNode()         glowNode.shouldEnableEffects = true         glowNode.shouldRasterize = true         let blurFilter = CIFilter(name: "CIGaussianBlur")         blurFilter?.setValue(20, forKey: kCIInputRadiusKey)         glowNode.filter = blurFilter         glowNode.blendMode = .alpha         let labelNode = SKLabelNode(text: "MOJO")         labelNode.fontName = "HelveticaNeue-Medium"         labelNode.fontSize = 60         let labelNodeCopy = labelNode.copy() as! SKLabelNode         glowNode.addChild(labelNode)         neonNode.addChild(glowNode)         neonNode.addChild(labelNodeCopy)         neonNode.position = CGPoint(x: 200, y: 200)         scene?.addChild(neonNode) } }
Replies
5
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4
Views
3.2k
Activity
Dec ’23
Can't hear CAF Audio in running app
I have an unusual situation. I'm working through some self study training and this particular project is a game similar to fruit ninja where things are flying around the screen and you slice through them by swiping your finger. Anyway the instructor provided a series of "*.caf" files for various sounds while playing the game. For some reason I can't hear any of the sounds on my personal Mac when running the app via Xcode to either an iOS iPad simulator or to a real iPad that I have attached to my mac and setup for developer use in Xcode. Yes sound is working on the mac (hear new email come in etc. and can play videos in the browser). In the iPad simulator I can play youtube videos in mobile safari. While adjusting the sound doesn't seem to raise or lower the volume I can hear the audio in the youtube videos. On the real iPad: yes the sound is on and I can hear audio while playing videos in the browser etc. Lastly, I pushed the code up to GitHub and pulled it to my work Mac. There the sound plays just find in the iOS iPad simulator on that Mac (not allowed to attach my personal iPad to my work mac so can't try the iPad there). So I fell like this confirms the code is correct for playing the sounds in the running app. Oh, and I can select the file in left nav and click the little play button icon to hear it played in Xcode. so, I feel like this is an issue on my personal Mac with Xcode etc., but I'm at a loss as to what the issue is. Can anyone suggest some things to look for on my Mac to get sound working in this app? if you want to see the code it's here and the free training i'm following is at https://www.hackingwithswift.com/100/77. TIA
Replies
3
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0
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1.3k
Activity
Dec ’23
SpriteKit - Associating sound with motion
I need to associate sound with the movement of a sprite. Movement can be as a result of physics, not as a result of an SKAction. When the object is sliding thee should be sliding sound throughout the time when it is sliding, and then a different sound when it bumps into a rock and goes up in the air. When the object is airborne, there is no sound, till it falls again - a falling sound, and then slides down with a sliding sound. The sounds associated with the collision ( rock, ground and so on ) are straightforward and work fine. But am having difficulty associating the sound with movement. The closest result I have is to check the velocity of the sprite's physics body every update cycle and play or stop the sound based on whether the velocity is greater than zero. I tried SKAction.playSoundFileNamed first - the sound kept going even when the object was not moving. I tried adding an SKAudioNode with Play and Stop, with no better result. I finally tried using AVAudioPlayer to play and Pause , which yielded the best results, but the sliding sound still played past the sliding action. What is the best way to do this? My code for playing the sound is as follows: var blockSliding = false for block in gameBlocks { if (block.physicsBody?.velocity.dx ?? 0) + (ball.physicsBody?.velocity.dy ?? 0) > 0.05 { blockSliding = true break } } if slideSound.isPlaying { if !blockSliding { slideSound.pause() } } else { if blockSliding { slideSound.play() } } I have setup slideSound earlier loading the appropriate sound file into an AVAudioPlayer
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0
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0
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765
Activity
Nov ’23
ProRes4444 with alpha not work using AVPlayer
I have a ProRes 4444 format video with an alpha channel. The circle in the middle of the video is completely opaque, while the rest is fully transparent. Everything looks normal in iMovie, as I can see the background through the surrounding parts. However, when I play it using AVPlayer, the parts that are supposed to be fully transparent appear somewhat opaque, as shown in the image below: I used the official project provided by Apple named 'using_hevc_video_with_alpha', but I only replaced the HEVC with alpha format file with a ProRes 4444 format video file. Below is the main code. import Cocoa import SpriteKit import AVFoundation class ViewController: NSViewController { @IBOutlet var skView: SKView! var videoPlayer: AVPlayer! override func viewDidLoad() { super.viewDidLoad() if let view = self.skView { // Load the SKScene from 'backgroundScene.sks' guard let scene = SKScene(fileNamed: "backgroundScene") else { print ("Could not create a background scene") return } // Set the scale mode to scale to fit the window scene.scaleMode = .aspectFill // Present the scene view.presentScene(scene) // Add the video node guard let alphaMovieURL = Bundle.main.url(forResource: "xuewang", withExtension: "mov") else { print("Failed to overlay alpha movie on the background") return } videoPlayer = AVPlayer(url: alphaMovieURL) let video = SKVideoNode(avPlayer: videoPlayer) video.size = CGSize(width: view.frame.width, height: view.frame.height) print( "Video size is %f x %f", video.size.width, video.size.height) scene.addChild(video) // Play video videoPlayer.play() } } }
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0
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1k
Activity
Nov ’23
Unable to use SpriteKit with Swift Playground Books
All our custom Playground Books using SpriteKit stopped working after upgrading to SwiftPlaygrounds version 4.4 To reproduce the issue, simply create a new book by clicking the top right hand icon and in the book add two lines of code. import SpriteKit let circle = SKShapeNode(circleOfRadius: 100.0) The second line produces an error. I tried with other classes. SKAction seems to work. SKSpriteNode, SKTexture etc have the same issue. Please help. Our students are stuck!
Replies
2
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0
Views
1.1k
Activity
Oct ’23
err: [0x159dec540|RoomCongruence::Processor|Processor] One or more of the chosen IR Presets does not contain room congruence data or the data is corrupted.
mac mini 2018, MAC OS Ventura 13.5.2, Xcode 15.0 im running my game app in iPhone SE(3rd gen) device(not simulator) with IOS 17 and getting the following error in console: [0x159dec540|RoomCongruence::Processor|Processor] One or more of the chosen IR Presets does not contain room congruence data or the data is corrupted. err shows in console among this other errs messages: getFilePtr: error -1 getting file status [Room Congruence] isIrDataUserDataDictionaryStructurallyValid: IRData User Data invalid - underlying CF object is nil. [0x159dec540|RoomCongruence::Processor|Processor] One or more of the chosen IR Presets does not contain room congruence data or the data is corrupted. the error is showing only(one time) when user have started a game, but not showing if user select to play again. app have been tested on IOS 15 and 16 but not showing this error. appreciate any help, i can provide any other data as necessary. Sorry if im may be missing any info or data necessary this my first time posting here, thanks.
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780
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Oct ’23
err:[Room Congruence] isIrDataUserDataDictionaryStructurallyValid: IRData User Data invalid - underlying CF object is nil.
mac mini 2018, MAC OS Ventura 13.5.2, Xcode 15.0 using SpriteKit im running my game app in iPhone SE(3rd gen) device(not simulator) with IOS 17 and getting the following error in console: [Room Congruence] isIrDataUserDataDictionaryStructurallyValid: IRData User Data invalid - underlying CF object is nil. the error is showing only(one time) when user have started a game, but not showing if user select to play again. the error is showing among the following console errs: getFilePtr: error -1 getting file status [Room Congruence] isIrDataUserDataDictionaryStructurallyValid: IRData User Data invalid - underlying CF object is nil. [0x159dec540|RoomCongruence::Processor|Processor] One or more of the chosen IR Presets does not contain room congruence data or the data is corrupted. app have been tested on IOS 15 and 16 but not showing this error. appreciate any help, i can provide any other data as necessary. Sorry if im may be missing any info or data necessary this my first time posting here, thanks.
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773
Activity
Oct ’23
Is it possible to make Unity iOS App into iOS widget extension?
HELLO WORLD! I am currently developing an amazing Unity mini Game. The game development has come to the deploying stage. Using Unity allows me to deploy this game on MacOS, iOS, Android and Windows which is fantastic . However, I really need this game to have the iOS widget extension as a key feature on mobile. Just like the "Steve" dinosaur game which can be played in widget. I had seen a lot of tutorials and youtube videos but still cant find a solution which make Unity iOS app into a widget. If I really want to make widget Game on iOS, do I need to develop the whole game all over again in xcode or using GameKit? Really hoping there's a way to simply convert the Unity iOS app into a widget.
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3
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2.5k
Activity
Oct ’23
Combining SwiftUI & SpriteKit
I'm trying to add a SpriteKit scene to my view using SpriteView(scene:SKScene(fileNamed: "SceneName")!). This works well, but how can I interact with the scene? Thanks in advance for your answer ❤️
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Oct ’23
Sudden error being logged continuously in XCode console
I've an app I've been working on for quite some time now. It uses SpriteKit. The windows with the scenes in them are generated programmatically. All of a sudden, when it's up and running through XCode, the console throws out a continuous stream of errors - probably in the order of 1 per second. The main one that makes up this stream is: 2022-03-07 20:07:38.765930+0000 My*App[8461:465673] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value But others that appear slightly less frequently are: 2022-03-07 20:07:38.447800+0000 My*App[8461:465143] Metal GPU Frame Capture Enabled 2022-03-07 20:07:38.448070+0000 My*App[8461:465143] Metal API Validation Enabled 2022-03-07 20:07:38.613097+0000 My*App[8461:465640] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.613415+0000 My*App[8461:465640] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.613442+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkCreateWithCGDisplays count: 1 [displayID[0]: 0x1] [CVCGDisplayLink: 0x7f9596053820] 2022-03-07 20:07:38.613467+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613487+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613541+0000 My*App[8461:465640] [] [0x7f9596053800] CVDisplayLinkStart 2022-03-07 20:07:38.613575+0000 My*App[8461:465640] [] [0x7f9596053820] CVDisplayLink::start 2022-03-07 20:07:38.613634+0000 My*App[8461:465671] [] [0x600000c09f10] CVXTime::reset 2022-03-07 20:07:38.613718+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639810+0000 My*App[8461:465671] [] CurrentVBLDelta returned 0 for display 1 -- ignoring unreasonable value 2022-03-07 20:07:38.639887+0000 My*App[8461:465671] [] [0x7f9596053820] CVCGDisplayLink::getDisplayTimes display: 1 -- SLSDisplayGetCurrentVBLDelta returned 0 => generating fake times 2022-03-07 20:07:38.673702+0000 My*App[8461:465653] [] [0x7f9596053820] CVCGDisplayLink::setCurrentDisplay: 1 2022-03-07 20:07:38.673748+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::stop 2022-03-07 20:07:38.673862+0000 My*App[8461:465653] [] [0x7f9596053820] Bad CurrentVBLDelta for display 1 is zero. defaulting to 60Hz. 2022-03-07 20:07:38.673883+0000 My*App[8461:465653] [] [0x7f9596053820] CVDisplayLink::start I really don't know how else to describe this. I can only imagine having to hand over the entire project as lately I've only been working on the storyboard file so how would this affect it? To be honest the only change I can see is my upgrade to OSX 12.2.1. It's definitely something to do with SpriteKit since not initialising a window with a scene in it stops the errors from showing.
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Oct ’23
[SKCropNode setMaskNode:] crash, any idea? Help!
[SKCropNode setMaskNode:] crash, any idea? Help! Crashed: com.apple.main-thread EXC_BAD_ACCESS KERN_INVALID_ADDRESS 0x000000012e8067b0 0 SpriteKit 0x62d2c SKCCropNode::setMaskNode(SKCNode*) + 8 1 SpriteKit 0xa0854 -[SKCropNode setMaskNode:] + 88
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656
Activity
Sep ’23
Can a physical body be partially contained by an edge-loop body?
I have a sprite kit scene with an edge loop physics body set programmatically with the category bit mask set to a custom Physics Category called Edge. Through the scene editor, I've added several sprite nodes with varying physics body types and various category masks and collision masks. The collision mask for a particular sprite node includes the Edge category. Initially, I have this node partially off the screen on the scene editor but when I run the program, it appears completely inside the edge loop. Is it possible to have a sprite node be positioned partially inside the edge loop and partially outside the edge loop?
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646
Activity
Sep ’23
No UIImage(resource:) equivalent for SpriteKit
I love the new UIImage(resource:) initializer that uses the automatically generated symbols for my image assets. However, there does not appear to be an equivalent in SpriteKit so I am forced to still use SKSpriteNode(imageNamed:) I am using Xcode 15 Beta 7. Will this be included when Xcode 15 goes into production?
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853
Activity
Sep ’23
Xcode Won't Launch After Crash
Xcode will try to open to the last opened project, which caused the crash, but it will just crash again. Any suggestions? Edit: I submitted the logs to apple and a restart did not resolve. Translated Report (Full Report Below) Process: Xcode [836] Path: /Applications/Xcode.app/Contents/MacOS/Xcode Identifier: com.apple.dt.Xcode Version: 14.3.1 (21815) Build Info: IDEFrameworks-21815000000000000~2 (14E300c) App Item ID: 497799835 App External ID: 857328487 Code Type: ARM-64 (Native) Parent Process: launchd [1] User ID: 501 Date/Time: 2023-09-02 09:57:22.3965 -0400 OS Version: macOS 13.5.1 (22G90) Report Version: 12 Anonymous UUID: C53B443F-47B9-4610-5294-CDFB25DDE82B Time Awake Since Boot: 300 seconds System Integrity Protection: enabled Crashed Thread: 0 Dispatch queue: com.apple.main-thread Exception Type: EXC_BAD_ACCESS (SIGSEGV) Exception Codes: KERN_PROTECTION_FAILURE at 0x000000016b5d3fe0 Exception Codes: 0x0000000000000002, 0x000000016b5d3fe0 Termination Reason: Namespace SIGNAL, Code 11 Segmentation fault: 11 Terminating Process: exc handler [836] VM Region Info: 0x16b5d3fe0 is in 0x167dd0000-0x16b5d4000; bytes after start: 58736608 bytes before end: 31 REGION TYPE START - END [ VSIZE] PRT/MAX SHRMOD REGION DETAIL mapped file 167dcc000-167dd0000 [ 16K] r--/rw- SM=COW ...t_id=d707e06b ---> STACK GUARD 167dd0000-16b5d4000 [ 56.0M] ---/rwx SM=NUL ... for thread 0 Stack 16b5d4000-16bdd0000 [ 8176K] rw-/rwx SM=PRV thread 0 Kernel Triage: VM - (arg = 0x0) pmap_enter retried due to resource shortage VM - (arg = 0x0) pmap_enter retried due to resource shortage VM - (arg = 0x0) pmap_enter retried due to resource shortage VM - (arg = 0x0) pmap_enter retried due to resource shortage
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Sep ’23
SpriteKit and Previews still in the weeds Xcode 14.3.1
Mac Studio won't show scene in canvas assist
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636
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Aug ’23