Reputation: 4627
From Apples class reference for SKShapeNode's but also from many developers i hear that using SKShapeNode for drawing custom shapes you want to draw often on the view is a bad idea because it performs bad.
Its true, a simple app with some custom shapes is spiking my CPU up to 80% and using like 80MB RAM (on devices its a bit better).
So then, how do i draw shapes like arrows without using SKShapeNode, because i like the idea to draw with bezierpaths since i do not need to care about display size.
How to draw an arrow with a texture without getting a bad quality, since it would stretch my image when i move my touch stretching the arrow. Doing this with SKShapeNode works perfect but performs bad.
Upvotes: 2
Views: 1301
Reputation: 16827
You can always have one SKShapeNode
node available that you use for creating shapes, and use the path
property to design the shape. Then create a texture out of the SKShapeNode from the scenes view with let texture = scene.view.textureFromNode(shapeNode)
and place the new texture into an SKSpriteNode
Upvotes: 3