I have come to the conclusion that anytime they offer to credit you for submitting a TSI, the response may not come from DTS.
I remember with joy how one Engineer really helped me.
(1) He didn’t endlessly barrage me for a skinny project
(2) He accepted my full project and never complained.
(3) And he took about 12 hours to actually solve my problem
(4) ASAMOF he provided me a skinny project
(5) And he never offered to credit me for anything.
An hour ago I just inserted a print() statement. When I clicked in the Simulator the SKSpriteNode I got a position near the top-left corner of the UIDevice. I re-clicked everywhere and the position changed as it should have.
I think my problem comes from my .sks file which has many figures, including the horse. Within the .sks file I set the GameScene’s size to something very large. Within my swift code I set the GameViewController’s .scaleMode = .resizeFill so the .sks file fills the UIDevice screen.
SO, somehow my touchesBegan code is singling out the .sks figures.
Someone else provided this very illuminating comment which you may also find very insightful: "If we set isUserInteractionEnabled = true, the Node, not the Scene, will receive touch events. Therefore, the Scene's touchesBegan method is not called. Instead, the Node's touchesBegan is called. If we set isUserInteractionEnabled = false (default case), the Node will not receive any touch events. So where do the touch events go? = To the parent of the Node = the Scene!
I have come to the conclusion that anytime they offer to credit you for submitting a TSI, the response may not come from DTS.
I remember with joy how one Engineer really helped me.
(1) He didn’t endlessly barrage me for a skinny project
(2) He accepted my full project and never complained.
(3) And he took about 12 hours to actually solve my problem
(4) ASAMOF he provided me a skinny project
(5) And he never offered to credit me for anything.
An hour ago I just inserted a print() statement. When I clicked in the Simulator the SKSpriteNode I got a position near the top-left corner of the UIDevice. I re-clicked everywhere and the position changed as it should have.
I think my problem comes from my .sks file which has many figures, including the horse. Within the .sks file I set the GameScene’s size to something very large. Within my swift code I set the GameViewController’s .scaleMode = .resizeFill so the .sks file fills the UIDevice screen.
SO, somehow my touchesBegan code is singling out the .sks figures.
Someone else provided this very illuminating comment which you may also find very insightful: "If we set isUserInteractionEnabled = true, the Node, not the Scene, will receive touch events. Therefore, the Scene's touchesBegan method is not called. Instead, the Node's touchesBegan is called. If we set isUserInteractionEnabled = false (default case), the Node will not receive any touch events. So where do the touch events go? = To the parent of the Node = the Scene!