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Import Local Swift Package in Xcode 13.3
Hello! I am struggling with the most basic things :-( I created a Swift Package with the wizard and left it basically untouched, only added a func: public struct TestPackage {     public init() {     }     public static func hello()     {         print("Hello, World!")     } } It just build fine. Now I created a second project, this time a SpriteKit iOS app. In the file list on the left, right-clicked on "Packages" -> "Add Packages ..." -> "Add Local" and selected the root directory of TestPackage (containing the Package.swift) The Package now correctly appears in the "Packages" folder. Opening a random Swift file in said SpriteKit iOS app, I expect to be able to import TestPackage But it tells me "No such module TestPackage". Searching the internet, I somewhere read that I have to add the package also to the "Frameworks, Libraries and Embedded Content" section in the project's target settings, but I can't. Hitting the "+" button there does not give me my library in the list of suggested libraries. Via "Add Other" -> "Add package dependency" -> "Add Local ..." I can again select the root directory of my library, but other than showing up twice in the left-side folder view (and not in said Frameworks, Libraries and Embedded content", I have no luck in importing it to my code. What am I doing wrong?
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12k
Apr ’22
Rendering issues (objects blurred, frame dimensions = 1) when SKScene is inside SwiftUI context
I am developing an app that contains a SpriteKit scene embedded inside a SwiftUI context.I am trying to render a simple SKShapeNode like this:import Foundation import SpriteKit class UIConnection: SKShapeNode { override init() { super.init() self.fillColor = UIColor.clear self.strokeColor = UIColor.blue self.lineWidth = 0.01 } func updatePositions(node1 : CGPoint, node2 : CGPoint) { let path = CGMutablePath() path.move(to: node1) path.addLine(to: CGPoint(x: node1.x, y: node2.y)) path.addLine(to: CGPoint(x: node2.x, y: node2.y)) path.addLine(to: CGPoint(x: node2.x, y: node1.y)) path.addLine(to: node1) self.path = path } required init?(coder aDecoder: NSCoder) { super.init(coder: aDecoder) } }When I am adding that Node inside the standard SpriteKit game project template in XCode (without any SwiftUI things), everything is working fine, I get a non-filled rectangle with a blue outline. The frame.width and frame.height variables are valid pixel dimensions like 750 x 1334.let node = UIConnection() self.addChild(node) node.updatePositions(node1: CGPoint(x: frame.midX-frame.width/4, y: frame.midY-frame.height/4), node2: CGPoint(x: frame.midX+frame.width/4, y: frame.midY+frame.height/4))Now I want to embed the SKScene inside a SwiftUI context using this approach:https://dev.to/sgchipman/using-spritekit-with-swiftui-ibcFirst thing I encounter is the fact that frame.width and frame.height both result in a value of 1.Adding the above node to the embedded SKScene results in an extremely blurred rectangle, so no solid line but some weird cloudy object.
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Mar ’20