How do I load a sprite from .sks file to display in my ARSKView? - swift

I have an ARKit app that uses SpriteKit to display SKNodes that correspond to ARAnchors in the AR session. I am using the ARSKViewDelegate method
func view(_ view: ARSKView, nodeFor anchor: ARAnchor) -> SKNode?
to display the nodes. This works for nodes I create and return in that method, but I have some more complicated nodes that I would like to design in an .sks file and then display for some anchors. When I return a node instantiated from an .sks file in that method the app crashes with an error saying the node is already in the scene (if the node is in the .sks file for the current scene), or already has a parent (if it is in an .sks file for a different scene).
How can I display sprites in ARKit that are drawn in an .sks file?

Try this approach:
if let view = self.view as! SKView? {
if let scene = SKScene(fileNamed: "mySpriteKitScene") {
guard let clone = scene.childNode(withName: "myRedSprite")?
.copy() as? SKSpriteNode
else { return }
clone.name = "mySecondRedSprite"
clone.position.x += 250
clone.physicsBody = SKPhysicsBody()
scene.addChild(clone)
view.presentScene(scene)
}
}

Related

How am I able to create an overlay SCNScene on an SKScene in Swift using SpriteKit AR?

I already have a SpriteKit AR game and now I would like to add a SceneKit scene overlay on the SpriteKit scene. I have already created a plane detection code, that uses a SceneKit Node and replaces the plane with an image. I know that there is a function called "scene.overlaySKScene" but how am I able to do the opposite and overlay an SCNScene over an SKScene?
guard let scene = SKScene(fileNamed: "LevelOne") else { return }
for node in scene.children {
if let type = createAnchor(in: scene, with: frame, at: node),
type == .boss {
createAntiBossWeapon(in: frame)
}
}
}
Use SK3DNode.
SKView doesn't offer an overlay SCNScene analogous to SCNSceneRenderer's overlaySKScene. But you can place any number of SpriteKit nodes that render SceneKit content in your SpriteKit node hierarchy by using SK3DNode.

Use of unresolved identifier 'zombies'

I am making a zombie apocalypse-style cheese game and I am having trouble knowing where/how to declare zombies. I thought that since I had them made in my Gamescene.sks file with each the name 'zombie,' then they would be declared like that. I am trying to make the zombies(which I made 4 in the .sks file) chase the player(which I also set up the .sks file and coded in the upper lines of code.)
override func didMove(to view: SKView) {
let player = self.childNode(withName: "player") as? SKSpriteNode
for child in self.children{
if child.name == "zombie"{
if let child = child as? SKSpriteNode {
zombies.append(child)
}
}
}
}
After a while of trying, I found out that my .sks and .swift files were not communicating and I had to set up the view.
if let view = self.view as! SKView?
if let scene = GameScene(fileNamed: "GameScene")
scene.scaleMode = .resizeFill

SceneKit -– How to get animations for a .dae model?

Ok, I am working with ARKit and SceneKit here and I am having trouble looking at the other questions dealing with just SceneKit trying to have a model in .dae format and load in various animations to have that model run - now that we're in iOS11 seems that some solutions don't work.
Here is how I get my model - from a base .dae scene where no animations are applied. I am importing these with Maya -
var modelScene = SCNScene(named: "art.scnassets/ryderFinal3.dae")!
if let d = modelScene.rootNode.childNodes.first {
theDude.node = d
theDude.setupNode()
}
Then in Dude class:
func setupNode() {
node.scale = SCNVector3(x: modifier, y: modifier, z: modifier)
center(node: node)
}
the scaling and centering of axes is needing because my model was just not at the origin. That worked. Then now with a different scene called "Idle.dae" I try to load in an animation to later run on the model:
func animationFromSceneNamed(path: String) -> CAAnimation? {
let scene = SCNScene(named: path)
var animation:CAAnimation?
scene?.rootNode.enumerateChildNodes({ child, stop in
if let animKey = child.animationKeys.first {
animation = child.animation(forKey: animKey)
stop.pointee = true
}
})
return animation
}
I was going to do this for all my animations scenes that I import into Xcode and store all the animations in
var animations = [CAAnimation]()
First Xcode says animation(forKey: is deprecated and This does not work it seems to (from what I can tell) de-center and de-scale my model back to the huge size it was. It screws up its position because I expect making the model move in an animation, for example, would make the instantiated model in my game snap to that same position.
and other attempts cause crashes. I am very new to scene kit and trying to get a grip on how to properly animate a .dae model that I instantiate anywhere in the scene -
How in iOS11 does one load in an array of animations to apply to their SCNNode?
How do you make it so those animations are run on the model WHEREVER THE MODEL IS (not snapping it to some other position)?
At first I should confirm that CoreAnimation framework and some of its methods like animation(forKey:) instance method are really deprecated in iOS and macOS. But some parts of CoreAnimation framework are now implemented into SceneKit and other modules. In iOS 11+ and macOS 10.13+ you can use SCNAnimation class:
let animation = CAAnimation(scnAnimation: SCNAnimation)
and here SCNAnimation class has three useful initializers:
SCNAnimation(caAnimation: CAAnimation)
SCNAnimation(contentsOf: URL)
SCNAnimation(named: String)
In addition I should add that you can use not only animations baked in .dae file format, but also in .abc, .scn and .usdz.
Also, you can use SCNSceneSource class (iOS 8+ and macOS 10.8+) to examine the contents of a SCNScene file or to selectively extract certain elements of a scene without keeping the entire scene and all the assets it contains.
Here's how a code with implemented SCNSceneSource might look like:
#IBOutlet var sceneView: ARSCNView!
var animations = [String: CAAnimation]()
var idle: Bool = true
override func viewDidLoad() {
super.viewDidLoad()
sceneView.delegate = self
let scene = SCNScene()
sceneView.scene = scene
loadMultipleAnimations()
}
func loadMultipleAnimations() {
let idleScene = SCNScene(named: "art.scnassets/model.dae")!
let node = SCNNode()
for child in idleScene.rootNode.childNodes {
node.addChildNode(child)
}
node.position = SCNVector3(0, 0, -5)
node.scale = SCNVector3(0.45, 0.45, 0.45)
sceneView.scene.rootNode.addChildNode(node)
loadAnimation(withKey: "walking",
sceneName: "art.scnassets/walk_straight",
animationIdentifier: "walk_version02")
}
...
func loadAnimation(withKey: String, sceneName: String, animationIdentifier: String) {
let sceneURL = Bundle.main.url(forResource: sceneName, withExtension: "dae")
let sceneSource = SCNSceneSource(url: sceneURL!, options: nil)
if let animationObj = sceneSource?.entryWithIdentifier(animationIdentifier,
withClass: CAAnimation.self) {
animationObj.repeatCount = 1
animationObj.fadeInDuration = CGFloat(1)
animationObj.fadeOutDuration = CGFloat(0.5)
animations[withKey] = animationObj
}
}
...
func playAnimation(key: String) {
sceneView.scene.rootNode.addAnimation(animations[key]!, forKey: key)
}

Changing the initial game scene in Swift

I want to change the initial scene being presented to be another class other than the default GameScene class. From reading other questions, I understand I must change this part from the GameViewController:
if let scene = SKScene(fileNamed: "GameScene") {
print(scene)
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
}
So within the GameScene.swift file I am creating a new class:
class MainMenu : SKScene {
override func didMove(to view: SKView) {
print("At least it ran")
self.scene?.view?.presentScene(GameScene())
}
}
However, when I change the scene to:
if let scene = SKScene(fileNamed: "MainMenu")
When I run the project, it gets stuck, but when I run it with the string "GameScene" then it works perfectly. I am doing something wrong loading the MainMenu?
In my opinion you should separate your scenes into their own files...
Do you have an corresponding SKS file for MenuScene? You need to create one if you are trying to load it with fileNamed:
or -
Use this code to load a SKScene file that is created in code only and not in the Scene editor
if let skView = self.view as? SKView {
if skView.scene == nil {
let scene = MenuScene(size: skView.bounds.size)
scene.scaleMode = .aspectFill
skView.presentScene(scene)
}
}
and then in your MenuScene file you will need an init func
init(size: CGSize) {
super.init(size: size)
name = "menuScene"
}

Scene created in Sprite kit level editor is not working

I'm trying to do this for a while. I have a main scene for a game named PlayScene. I have a pause button there. When player is tapping that button I want to load another scene, named PauseScene. For visualy creating that scene I use Sprite kit level editor. So I have two files PauseScene.swiftand PauseScene.sks. But .sks content ( just a background for now) isn't unarchiving. I don't really know where could I make a mistake.
So this is my transition via pause button, located in PlayScene
for touch: AnyObject in touches {
let location = touch.locationInNode(self)
if self.nodeAtPoint(location) == self.pause {
var scene = PauseScene(size: self.size)
scene.paused = true
let skView = self.view as SKView!
skView.ignoresSiblingOrder = true
scene.scaleMode = .AspectFill
scene.size = skView.bounds.size
skView.presentScene(scene)
}
}
And this is what I have in PauseScene.swift:
class PauseScene: SKScene {
override func didMoveToView(view: SKView) {
self.initPauseScene()
}
func initPauseScene() {
}
}
I tried this and it's not working very well. However that tutorial is closest I could get with my problem. It's not crushing and isn't showing any errors, but when I tap pause button it's transitioning to that scene without my background, just standard grey scene. This answer is not working for me. First suggestion show errors and when I tried second and tap the pause – game is crushing.
I don't know, that level editor is made for easier work but for know it just doubles it for me. I even thought that problem is in my background image maybe. But its standard .png. Why my content isn't showing up?
So I tried to copy GameViewController default code for loading GameScene and ended up with crashing. It's not the first time I have that error while trying to unarchive this. What does it mean? I got this when i tried to replace var scene = PauseScene(size: self.size) with a if let scene = PauseScene.unarchiveFromFile("PauseScene") as? PauseScene
It may be transition to a grey scene due to spelling errors or the file not even being in the mainBundle. I have tested this and it works. You need to make sure that you are writing the exact name of the .sks file when loading or else you get a grey screen.
Example
If the file is called GameScreen.sks and the class is called GameScene then if you put the class name when loading the .sks file you will get a grey screen.
let doors = SKTransition.doorwayWithDuration(1.0)
let archeryScene = GameScene(fileNamed: "GameScreen")
self.view?.presentScene(archeryScene, transition: doors)
So if we look at the second line of code, We see that it is loading the .sks file with the name GameScreen opposed to the class name GameScene. We also abort using the file extension because the compiler know by default it is a .sks file we are searching for in the mainBundle.
If you do keep getting a grey screen, Then it may be an error in spelling or ing you GameViewController, In the SKNode Extension, Be sure to change
extension SKNode {
class func unarchiveFromFile(file : NSString) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as GameScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
to this..
extension SKNode {
class func unarchiveFromFile(file : NSString) -> SKNode? {
if let path = NSBundle.mainBundle().pathForResource(file, ofType: "sks") {
var sceneData = NSData(contentsOfFile: path, options: .DataReadingMappedIfSafe, error: nil)!
var archiver = NSKeyedUnarchiver(forReadingWithData: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as SKScene
archiver.finishDecoding()
return scene
} else {
return nil
}
}
}
We just edited this line of code,
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as GameScene
to this
let scene = archiver.decodeObjectForKey(NSKeyedArchiveRootObjectKey) as SKScene
This will allow us to load multiple .sks files without any errors or crashes.