Reputation: 2059
I'm trying to adjust some effects but I need to use SKEffectNode(), so I wrote the following code:
let rocketPath = NSBundle.mainBundle().pathForResource("Rocket", ofType: "sks")!
let rocketFireEmitter = NSKeyedUnarchiver.unarchiveObjectWithFile(rocketPath) as! SKEmitterNode
//playerNode.addChild(rocketFireEmitter) // #1
let firePathEffectMode = SKEffectNode()
firePathEffectMode.shouldEnableEffects = true
firePathEffectMode.addChild(rocketFireEmitter)
playerNode.addChild(firePathEffectMode) // #2
If I use the code identified as #1 - which I commented out - everything works just fine. But I need to use some effects, so I wrote instead the code block between #1 and #2. I can't see my rocket fire but neither do I receive any error.
I can't find the problem; I tried changing zPosition but to no avail.
I'm using Xcode 7 beta 6. Thanks guys!
Upvotes: 0
Views: 109
Reputation: 8395
I submitted a bug report to Apple about this bug.
They're saying the latest version of the beta version of El Capitan fixes the issue for the iOS Simulator. However, I don't recommend beta versions of Mac OS X right now.
The work around is to run this on your iPhone, not the iOS Simulator. It should work on a real device.
Follow-Up: Bug ID 21509174: SKEffectNode doesn't render on the iOS Simulator for Xcode 7 and Swift 2
We believe this issue has been addressed in the latest OS X El Capitan 10.11 update (build 15A263e). This is a pre-release OS X update. Please refer to the release notes for complete installation instructions.
OS X Yosemite 10.11 - Developer beta https://developer.apple.com/devcenter/mac/index.action
Upvotes: 1