VesaK
VesaK

Reputation: 13

SKScene nodes not detecting touch

I am trying to make an ARKit app for ios and the nodes in the scene are not responding to touch. The scene is properly displayed but I haven't been able to detect any touch.

fileNamed: "TestScene" refers to a TestScene.sks file in my project which is empty and I add the node in the code as shown below.

let detailPlane = SCNPlane(width: xOffset, height: xOffset * 1.4)

let testScene = SKScene(fileNamed: "TestScene")
testScene?.isUserInteractionEnabled = true

let winner = TouchableNode(fontNamed: "Chalkduster")
winner.text = "You Win!"
winner.fontSize = 65
winner.fontColor = SKColor.green
winner.position = CGPoint(x: 0, y: 0)

testScene?.addChild(winner)

let material = SCNMaterial()
material.diffuse.contents = testScene
material.diffuse.contentsTransform = SCNMatrix4Translate(SCNMatrix4MakeScale(1, -1, 1), 0, 1, 0)
detailPlane.materials = [material]

let node = SCNNode(geometry: detailPlane)
rootNode.addChildNode(node)

For TouchableNode I have the following class

class TouchableNode : SKLabelNode {

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        print("Touch detected")
    }

}

Upvotes: 1

Views: 216

Answers (2)

Hermes
Hermes

Reputation: 2898

I've achieved this affect using gesture recognize

private func registerGestureRecognizers() -> Void {
    let tapGestureRecognizer = UITapGestureRecognizer(target: self, action: #selector(handleTap))
    sceneView.addGestureRecognizer(tapGestureRecognizer)
}

then have a function to handle the tap gesture

@objc private func handleTap(sender: UITapGestureRecognizer) -> Void {
    let sceneViewTappedOn = sender.view as! SCNView
    let touchCoordinates = sender.location(in: sceneViewTappedOn)
    let hitTest = sceneViewTappedOn.hitTest(touchCoordinates)
    if !hitTest.isEmpty {
        let hitResults = hitTest.first!
        var hitNode = hitResults.node
        // do something with the node that has been tapped
        }
    }
}

Upvotes: 1

drewster
drewster

Reputation: 6090

You need to do isUserInteractionEnabled = true first.

So, something like:

class TouchableNode : SKLabelNode {
    override init() {
        super.init()
        isUserInteractionEnabled = true
    }

    required init?(coder aDecoder: NSCoder) {
        super.init(coder:  aDecoder)
        isUserInteractionEnabled = true
    }

    override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        print("Touch detected")
    }
}

Upvotes: 0

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