After experimenting with the Spritekit-Scene-Editor in XCode it turned out that, when the SKTexture Color is black, setting the color in the SKSpriteNode with Blendfactor 1.0 and BlendNode "Alpha" has no effect. When the SKTextureColor is white it works as desired.
The problem is that when I create the SKTexture programmatically from an UIImage which is based on a SF Symbols character it is ALWAYS black. No idea how to get it white:
shuffleSymbolNode = SKSpriteNode(texture: shuffleTexture, color: .white , size: centerRect.size)
shuffleSymbolNode!.blendMode = .alpha
shuffleSymbolNode!.color = SKColor.white
shuffleSymbolNode!.colorBlendFactor = 1.0
has NO effect - the SKSpriteNode is still black.
Topic:
Graphics & Games
SubTopic:
SpriteKit
Tags: