Been trying out the new spritekit editor in Xcode 6 beta and getting this error - I know it's beta software but I just wanted to check with others to see if anyone else is having this problem or whether I'm just going crazy...
Spritekit editor keeps losing sprites - even the demo spaceship one
Steps to Reproduce:
1. Start new xcode project using spritekit game template
2. Goto sprite kit editor and drag out spaceship onto scene
3. Click Simulate, stop - then spaceship sprite disappears from the scene and is replaced with a cross (see video showing this bug)
http://d.pr/v/XX3t
Expected Results:
Spaceship should stay
Actual Results:
Spaceship and many settings disappeared
Version:
Xcode version 6.0 (6A215l)
OS X 10.9.3 Build 13D65
Anyone else getting this problem or have a workaround?
I've been having problems with the SpriteKit scene editor in Xcode v6.0.1. After I added a node to a scene I wasn't able to select it. I tried Xcode 6.1 GM and the scene editor works a lot better. The sprite selection bug is gone and the scene refreshes in realtime as you edit it. I think your bug will be fixed too in this version.
I filed this as a bug with Apple and they acknowledged this. It appears to have been fixed now as of XCode Version 6.1.1
Related
I installed the arcore-preview.apk on my Samsung 8(SM-G950U). Then I installed the sample ARCore scene from Unity onto the S8. The app starts up fine , but does not draw any point clouds or blue guidelines displaying the planes. I also cannot place the little Andy bot onto a plane. All I get is the UI saying, "Searching For Surfaces". Any ideas? I'll be continuously tinkering until I find a solution.
The problem seemed to have been the version of Unity(2017.2.0b10) I was using. So I just went back to the Unity Beta Archives and downloaded 2017.2.0b9 and then downloaded Android Target Support specifically for 2017.2.0b9. All is now working correctly!
You need to get the beta version 0b9, it won't work on the current stable one
I downloaded Unity 3d on my macbook air and created a new project with a single 3d object (a plane).
When I press the "play" button (Triangle icon), unity hangs and crashes.
It happens no matter if I create a new project again and add a different 3d object (a sphere).
The only way my project doesnt crash when I press play is if it's a completely blank project with no 3d objects.
Interestingly I can build a mac build of a project and it runs okay (I can see the 3d objects, the plane or the sphere).
Can anyone offer any advice?
Edit: OS / X version 10.9
My version of OS/X was a little outdated.
Upgrading from 10.9 to 10.12.X fixed the problem (after a 4 GB download and 60 minute install)
Ok, i think i solved it. My project settings had metal editor support disabled. Enabling this option solved the crashing problem. I reproduced this issue with a freshly created project and just disabled the Metal editor support. I tried on a macbook pro 2018 (with dedicated graphics card) and could not reproduce the issue. This could be an Intel graphics driver related problem.
I am having an issue with the AR Camera in Tango crashing after a few minutes. I am using Unity 5.5.0 f3 release. I have updated to the latest Tango Core on the Phab 2 Pro as well as updated to the most recent SDK as of today(Gankino).
When the AR Camera crashes it just freezes in the background but all my AR still continues to run just fine and app functions as it is suppose to with no problem.
There is no updated AR Camera for Tango in this release. They use the deprecated one in their examples.
Thank you for the bug report, we would like to understand the cause of the crashing - a logcat would be useful.
We merged the AR camera prefab functionality into a single Tango Camera prefab that has support for AR as well. We marked the old AR camera prefab as deprecated but it uses some scripts that were modified for the new Tango Camera prefab. It is possible we introduced this bug, but a repro would be useful.
Since upgrading to iOS 9 I have this strange issue with image atlases in my SpriteKit game.
In my game I have a StartScene, a MenuScene and a GameScene.
In all 3 scenes I am using atlases for my enemies so I can animate them. All worked fine on all devices but since upgrading iOS 9 it causes me issues on iPads.
On my iPad when I launch the game the enemies in StartScene are about 3 times as big as they should be. Whats strange is that when I move to menuScene or gameScene the enemies are normal size.
When I tell my game to launch straight into MenuScene I have the same problem, enemies are way to big until I change to another scene.
This happened as soon as I run my game on iOS 9 and even after I upgraded to swift 2 and Xcode 7 I am still having this issue.
Anyone seeing this too, I have no clue what could cause this and how to fix it. Is this just a terrible iOS 9 bug?
Thanks for any help.
I saw there's a new option in the Xcode assets. If you click on the plus sign and select Sprite Kit Asset, you may fix the problem.
This was purely an iOS 9 bug and I believe was fixed. The initial code for my game was not doing any SKScene scaling, I did it all manually for every device, which was a terrible idea. Since asking this question I have change the way my scenes are scaled (AspectFill) so I am not 100% sure if this bug is still occurring.
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.