The documentation specifies limitations on what libraries can be used with watchOS noting WKInterfaceSKScene, but doesn't give any specific examples of how to start out a WatchOS project using this. Trying to put these two together though doesn't seem to work (or is not straight foward). Getting started creating a watchOS App seems pretty straight forward, and getting started creating a game project via the starter template seems easy enough. I'm trying to create a Apple Watch game using Xcode 14.2 and watchOS 9. Tried changing the rendering mode as well but it's still the same.Īny idea why it looks different and how can I know which appearance it will be when released on the App Store? I tried to change blending which completely changes the look and the results are again different locally and installed. It appears also that the View Hierarchy looks similar to the TestFlight one but I guess I shouldn't rely on that as it's not a real rendering the way it's on a device. So it's a SKShapeNode with a SKTexture added as a child of the main node. I'm using a semi-transparent png image to achieve the 3D look. This is how it should look and it is running directly from Xcode: However when I install the app through TestFlight the appearance is very different. When I'm testing it with the simulator or my real device everything looks fine. I have a screen in an app that uses SpriteKit to display items that should look kind of like bubbles. Without common references, I do not see how to modify the view hierarchy.ĭoes anyone have a way to draw the bg image behind the mostly transparent game scene? The game scene is not in the subviews array of the mainVC, and the bg image view is not in the subViews of the game scene view. The problem is: that my bg imageView is drawn IN FRONT OF my game scene and I can not figure out how to change the draw order. ![]() Delegate access from didBegin(contact) also works √ 5) prove I have access to the bg image from didMove(to view: SKView) by changing alpha or background color. √ 4) in GameScene.swift set up the reference to the protocol delegate ![]() √ 3) Create Scene in main VC in the usual way. √ 2) Create a Protocol with delegate methods that can be called from the game's GameScene.swift √ 1) Desired background UIImageView ("bg") is placed in view of main ViewController and draw into it The most promising approach so far is to combine the views of the main ViewController and the Scene: I have tried to get this effect a number of ways but none work.įirst I tried to make the background a Node filled with substrates, but the subsprites do not position correctly. I am working on a simple SpriteKit App which has a sprite based game which I would like to superimpose on a complex UIImageView ( > 100 subviews) and which I will need to access during game play (ie change alpha of subviews and other animations)
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