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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Hello!
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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)
}
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self.addChild(node)
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