TestFlight: No SKSpriteNodes - swift

I try to test my SpriteKit Game in TestFlight. But when I install the Build via TestFlight the App just shows a gray screen with my AdMob Banner which I have integrated in the Storyboard. But it seems that the whole GameScene is not loaded.
Installing directly with the cable works fine.
Could it be related to the fact that I have deleted the GameScene.sks file?
I also get this error message some times:
I am using Xcode 6.3 and Swift 1.2

Okay, I solved the problem.
The problem was, that I deleted the GameScene.sks file. I restored the file an now it works.

Related

USDZ files are black in Xcode

Whenever I attempt to view a USDZ file that I have downloaded from Apple's Quick Look website in XCode it looks black.
I am currently using XCode Version 10.3 (10G8) and have included an image showcasing the issue.
Can someone please help me figure out what's going on? I have already deleted derived data, cleaned my project, and performed a fresh install of XCode, but no luck.
This is working as expected for me. Perhaps you have default lighting turned off? Try selecting the eye icon and enabling it.

Images on Launch Screen doesn't appear on device

I'm building an iOS app in xcode 7. I have the standart launch screen that was autogenerated with the project, with an image view in it. I has been working fine for a while, but suddenly when I run the app, the image appears in completely black. See screen show of problem:
This only happens when I run the app on my device (iPhone 6), when I run the app on the simulator, the launche screen is as it is suppose to.
The problem occured after i edited som constraints in my storyboard, complete unrelated.
The image that is loaded is added to the project as a regular file, not in xcassets.
When i put a new, identical, image into the project the same way as the old image, it fixes the problem, but only for a couple of hours, then it happends again.
Any suggestions? I'm puzzled.!
Experienced this problem again 1.5 years after question was asked.
I was able to solve the problem by rebooting the iPhone :S
I'm using the same iPhone 6 as when the question was asked, now on Xcode 8.3.1

Swift and Spritekit won't run on device running iOS 7.1

I'm getting a really weird warning when I try to run my Swift project on my device, using Xcode 6.
The device is running iOS 7.1, and my mac is running Mavericks.
I have written a little game in Swift and SpriteKit, and it works in Simulator, but when I try to run it on my device, I get a warning, and my device only shows a black background.
I get the same result when trying to run a fresh SpriteKit project. But if I run a fresh Single Page Application using Swift, it runs normally.
This is the warning I get:
Any suggestions?
I also got this crash and, comparing to the 7.1.1 SDK SpriteKit game template, it appears to be related to loading the scene from an .sks file.
I changed it to use a different initializer like this:
let scene = GameScene(size: skView.bounds.size)
After that, the template project is not crashing anymore on my iPad mini with iOS 7.1.1. However, the plane sprites don't get rendered. You can see the node count (on the bottom right corner) go up with each tap, but the sprites aren't visible. The "Hello, World!" label shows fine, though...
Same behaviour here: default generated SpriteKit game was crashing. Now with the XCode 6 final, it all seems to work just fine, but try to add a particle emitter, and you back to XCode crashing hell. XCode keeps crashing on any particle emitter file saved as .sks file. I found that this is a known bug in XCode 6, that seems to be fixed only in 6.1 beta. See: Can't open particle SKS files
I was getting this problem too, with me it was crashing on the self.addChild(myLabel) on the default scene that loads (the one with Chalkduster "Hello, World!" and spaceships spinning on touch, I think it's called GameScene by default).
Comment out the self.addChild(myLabel) in GameScene and see if that stops the crashes. As a temporary solution I just made the viewDidLoad method load up another scene straight away and the new scene acts as you'd expect. It seems like it's something on Apples end of things, xCode6 is only in beta after all.
Try again with the latest Xcode 6 beta 4. There are still some bugs, but the basic SpriteKit template is now working fine.

Cocos2d game: nothing is visible on real device

I have a Cocos2D game I want to install on my devices with Testflight. For any reason I only see a black screen when I start the project after installing via Testflight. It works fine on the simulator.
Here is the AppDelegate file: http://pastebin.com/KJwqq1us
Here is some of the code of the main menu: http://pastebin.com/9pE1drH1
The strange thing: When I add a viewController's view as a subview I see the view controller, but not the Cocos2d elements.
Would be awesome, if somebody could help me out with that problem :) Thanks in advance!
Edit:
When I install and run the game with Xcode it doesn't work as well. I tried to clean the project, delete the build folder. I create the ipa file by building for archiving -> archive -> use organizer to export as ipa file and upload this file directly to Testflight. Could the startup image cause a problem with the cocos2d layers? When I compile my application, no errors or warning are shown. No matter if I run it on the simulator in retina or non retina, it always works. On any real device it doesn't show anything related to Cocos2d like sprites or the menu
Here's a stab-in-the-dark answer as you haven't given enough details to go on....
Check the case of your graphics files and in your code match. Remember that the device IS case sensitive, but the simulator is NOT.
I fixed the blackscreen by updating the cocos2d framework to the latest beta version. I'm not sure what exactly was causing the problem

iOS SDK 4.1 UIImageView differences?

I just upgraded to iOS 4.1 SDK and now when I run my app in the simulator one of the images (the only one really) that was working fine before the upgrade is no longer showing up in my view. I've tried removing the file and re-adding it to the project, cleaning all targets and running a build, and making changes to the XIB where the UIImageView is configured to for it to recompile it, but no dice. It's worth noting that my Tab-Bar images came through just fine. Any ideas?
If the UIImageView is created inside a .xib, open it up in Interface Builder: can you see the image in the "preview"? If not, then it can't find the image to begin with. Perhaps the file has been renamed?
Look inside the application bundle in the Finder. Is your image file present? If not, is it still referenced in your project? Check Xcode to make sure the file name isn't in red (i.e. missing).
Maybe they've changed the 4.1 simulator to be (or rather, pretend that the filesystem is) case-sensitive?
Does the app work on a 4.0 device?