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Reply to SpriteView doesn't pause scene on state change
The solution is to use an id on the GameScene and send it to the SpriteView with the .id() modifier, to force SwiftUI to create a new SpriteView. class GameScene: SKScene, ObservableObject { var id = UUID() } SpriteView(scene: scene, isPaused: paused).id(scene.id) This question was answered on SO: https://stackoverflow.com/questions/69610165/spriteview-doesnt-pause-scene-on-state-change/69610906#69610906 by @jnpdx.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Oct ’21
Reply to How can you pause a SpriteKit scene from SwiftUI, without reinitializing it every time?
Thanks a lot @OOPer. It works as intended. One more related question. To track the paused state inside of the SpriteKit scene, I guess the best option would be to call a method on the scene, maybe in the onChange(of:perform:) modifier? var body: some View {     ZStack {       SpriteView(scene: scene, isPaused: showingLevelChooser)         .ignoresSafeArea()       VStack {         Button("Level Chooser") {           showingLevelChooser.toggle()         }         Spacer()       }     }     .sheet(isPresented: $showingLevelChooser) {       VStack {         Button("Cancel") {           showingLevelChooser.toggle()         }         Text("Level Chooser")       }       .background(BackgroundClearView())     } //↓     .onChange(of: showingLevelChooser) { value in       scene.isPaused(value)     }   }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
Oct ’21
Reply to SpriteView doesn't pause scene on state change
The solution is to use an id on the GameScene and send it to the SpriteView with the .id() modifier, to force SwiftUI to create a new SpriteView. class GameScene: SKScene, ObservableObject { var id = UUID() } SpriteView(scene: scene, isPaused: paused).id(scene.id) This question was answered on SO: https://stackoverflow.com/questions/69610165/spriteview-doesnt-pause-scene-on-state-change/69610906#69610906 by @jnpdx.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Oct ’21
Reply to [Metal Compiler Warning] unknown variable
Any update on this warning?
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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Oct ’21
Reply to Precompile SKShader
Similar question without an answer on Stack Overflow: https://stackoverflow.com/questions/65170998/how-to-compile-fragment-shader-ahead-of-time
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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Oct ’21
Reply to Contents of .sheet() are being redrawn after dismiss and not presenting
Posted on StackOverflow too: https://stackoverflow.com/questions/69485762/contents-of-a-swiftui-sheet-are-being-redrawn-after-dismiss-and-not-presentin
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Oct ’21
Reply to How can you pause a SpriteKit scene from SwiftUI, without reinitializing it every time?
Thanks a lot @OOPer. It works as intended. One more related question. To track the paused state inside of the SpriteKit scene, I guess the best option would be to call a method on the scene, maybe in the onChange(of:perform:) modifier? var body: some View {     ZStack {       SpriteView(scene: scene, isPaused: showingLevelChooser)         .ignoresSafeArea()       VStack {         Button("Level Chooser") {           showingLevelChooser.toggle()         }         Spacer()       }     }     .sheet(isPresented: $showingLevelChooser) {       VStack {         Button("Cancel") {           showingLevelChooser.toggle()         }         Text("Level Chooser")       }       .background(BackgroundClearView())     } //↓     .onChange(of: showingLevelChooser) { value in       scene.isPaused(value)     }   }
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Oct ’21
Reply to @available(iOS 15.0, *) causes runtime crash on iOS 14.7 device
Where you able to find a solution? I get the same crash using if #available(iOS 15.0, *) { on Xcode 13.
Topic: Community SubTopic: Apple Developers Tags:
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Oct ’21
Reply to Dyld Symbol not found on Local Swift Package
Have you found any solution to this problem? I get the same crash with Xcode 13, trying to use something from iOS 15 and it crashes on iOS 14.
Topic: UI Frameworks SubTopic: SwiftUI Tags:
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Oct ’21
Reply to Crash on iOS 14.x because iOS 15 symbols not found
I have the same problem when trying to use something from iOS 15 only, using if #available(iOS 15.0, *) {. Crashes on iOS 14 with "dyld: Symbol not found". Have you found a solution to this problem?
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Oct ’21
Reply to Precompile SKShader
This has been tested in Xcode 15.5.1 on a Macbook Pro Mid 2014 running macOS Big Sur 11.5.2 (20G95), on simulators running iOS 12.1, 14.5, and iPhone Xs running iOS 14.8.
Topic: Graphics & Games SubTopic: SpriteKit Tags:
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Sep ’21