I noticed when I moved my atlas from the project folder to a Sprite Atlas in the XCAssets folder, my nodes are now no longer being batch rendered which results in a huge number of inefficent draw calls. This defeats the purpose of using an atlas. I'm using Xcode 7.2 beta. Anyone have a workaround?
Sprite Kit Atlas created in XCAssets Folder does not support batch rendering
I guess a workaround for now is to programtically creat SKTextureAtlas from images in the XCAssets folder. Apple really needs to fix this.
This occurs regardless if you use Metal or OpenGL.
Hi Struct, thanks for letting us know about this issue. We are currently investigating the cause, and will be incorporating a fix in future iOS updates.
In the mean time, there are two workarounds you can apply:
1. Create and use texture atlas in a .atlas folder.
2. Continuing using texture atlas in the asset catalog, but with deployment target set to iOS 8.0.