I'm developing a little game for iOS using SpriteKit. I have some images I need to display in my game. All of them are in the xcassets folder. However, I have a little problem. If I put the images on the corresponding size for each device (iPad and iPhone), they won't appear in my game. But if I put them in the "Universal" group, they appear without any problem. I don't know how to solve this and I need to finish my game...
iOS 9/Xcode 7 - Assets only appearing if they are set as universal
Same issue. Hopefully beta 2 has a fix.
Great to see that I'm not the only one with this problem... But I've tested beta 2 and this problem continues to exist...
So Beta 5 does not have a fix yet, and this is getting stressful for me.
My game is just about to be released and obviously it does not work properly on iOS 9.
What's curious is that when loading from an image asset, adding ".png" when loading with the line
let sprite = SKSpriteNode(imageNamed: spriteName)
seems to work all the time.
Doing so when loading from a Texture Atlas doesn't fix anything though.
So bottom line is :
The sprite loads up 95% of the time when coming from a Texture Atlas, no matter if you add ".png" or not.
If the sprite loads from an image asset and you do not add ".png", it will FAIL 100% of the time. If you add it, so far it worked 100% of the time for me.
I just filed a bug report, in the thread below, it suggests that anyone with a similar issue should file a bug report. Please do, would hate for iOS 9 to release to the public with these crazy issues!!
HI Jmml97,
I'm also facing the same issue in ios 9 (Beta 5). Have you got any solution for it?????
Basically universal group images were showing but they are not perfectly fit for iPad Air and iPhone 6. So universal will not work for me