SpriteKit SKSprite only displaying if asset is on “Universal”

'm having a little bit of trouble with an image I need for my SpriteKit project. I'm creating a background for my game. This is the code I have in my scene:


let backgroundName = "Background" 
let backgroundImage = SKSpriteNode(imageNamed: backgroundName) 
backgroundImage.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
self.addChild(backgroundImage)


I think there's no problem there. This is my asset catalog:

http://i.stack.imgur.com/BauYU.png


I don't think there's a problem there, either. But that doesn't work. When running the app on my iPad, all I get is a black background. The interesting thing is that if I put the assets in a "Universal" group, instead of the "iPad" group, the background will show correctly. Why? This is something I don't want to do, since I want to add assets for the iPhone.


I'm using Xcode 7 and iOS 9.


Any help would be appreciated. Thanks.

I also have this issue. Asset catalogs with SKSprites only seem to work with Universal Assets.

I have an issue where my assets are one size too small, even though it's the correct size for the device. I'm not sure how to fix it, either.

I end up using something like .xScale and .yScale to scale them up and then they look as expected.

I have same issue now.. Can you fix it ?

Same problem here. You should definitely file a bug at Apple, as this is a critical issue in the SpriteKit framework, which should prevent a public release of iOS 9 IMO.

I filed a bug yesterday morning myself, but haven't gotten any feedback from them yet.

It's been there since Beta 1, and if it remains until the Golden Master, games like ours who adapt their graphics to each device will definitely get abysmal reviews...

SpriteKit SKSprite only displaying if asset is on “Universal”
 
 
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