Tuesday, April 26, 2016

iOS SKSpriteKit - Flickering Caused by SKLightNode

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I am using an SKLightNode to cast shadows in my GameScene. I am adding sprites dynamically, which should cast shadows. Everything is working fine, but when the added sprite first 'appears' in the scene, the entire scene scales to about 50% for a single frame, and then returns to normal size. This creates a flickering effect is too invasive to be overlooked. Happens on the simulator, and on physical devices - both ipad and iphone.

Has anyone else had this problem, and if so, is there a way to prevent it happening? Thanks.

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