Swift/Xcode: How do I detect key presses? - ios

I am wondering how I could detect key presses in Xcode - my goal is to be able to detect when keys are pressed, specifically the space, escape, enter and WASD keys.
What I have tried
I have tried pressesBegan, pressesEnded and its other 'variants', and I have also tried keyDown. After looking for 2 hours, the only ways I could find to detect key presses were from the two methods listed above, which don't seem to be working for me.
When using pressesBegan, I tried putting the following code in both the GameViewController.swift file and the AppDelegate.swift file, however it doesn't seem to work:
override func pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
guard let key = presses.first?.key else { return }
print(key.keyCode)
}
The code shows no errors, and even when I put a print file at the very start of the function to see if it is being called it does not give any output.
After this, I tried a keyDown function (in the GameViewController.swift file), however it threw the error "Cannot find type NSEvent in scope". I fixed this error by adding ", NSObject" to the top of the file in the line "class GameViewController: UIViewController {" but that threw the error "Multiple inheritance from classes 'UIViewController' and 'NSObject'". I have looked for about an hour but there are no solutions which match my issue/have not worked for me.
import UIKit
import SpriteKit
import GameplayKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = SKScene(fileNamed: "SplashScreen") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
}
view.ignoresSiblingOrder = true
view.showsFPS = true
view.showsNodeCount = true
}
}
override var shouldAutorotate: Bool {
return true
}
override var supportedInterfaceOrientations: UIInterfaceOrientationMask {
if UIDevice.current.userInterfaceIdiom == .phone {
return .allButUpsideDown
} else {
return .all
}
}
override var prefersStatusBarHidden: Bool {
return true
}
override func pressesBegan(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
guard let key = presses.first?.key else { return }
switch key.keyCode {
case .keyboardR:
print("Roll dice")
case .keyboardH:
print("Show help")
default:
super.pressesBegan(presses, with: event)
}
}
override func keyDown(with event: NSEvent) {
print("a")
}
}
If you need any additional things I'll try to get back to you as quick as possible. I'm really sorry if I've missed something extremely obvious like putting it in a different file.
Thank you!

the pressesEnd() method works in the same way; Try to import UIKit first:
override func pressesEnded(_ presses: Set<UIPress>, with event: UIPressesEvent?) {
guard let key = presses.first?.key else { return }
switch key.keyCode {
case .keyboardSpacebar:
print("Continue the quiz…")
default:
super.pressesEnded(presses, with: event)
}
}
More can be found at:
https://www.hackingwithswift.com/example-code/uikit/how-to-detect-keyboard-input-using-pressesbegan-and-pressesended

Related

Embed Unity inside iOS in own ViewController

Using Unity 2019.3.0f3 and its Unity as a library feature I'm trying to embed a Unity project inside my iOS application.
Unity officially only supports full screen rendering. Nevertheless I'm looking for a way around that restriction.
In previous versions of Unity i successfully used swift-unity to do the integration. Within this approach it is easy to just get the View where Unity is rendering to (using UnityGetGLView()). I had no problems regarding stability or resources.
Using the new library approach, every time I try to access the UnityView, unity forces it's complete Window as keyWindow.
I tried accessing the UnityView in my own ViewController using
if let unityView = UnityFramework.getInstance()?.appController()?.rootViewController.view {
// insert subview at index 0 ensures unity view is behind current UI view
view?.insertSubview(unityView, at: 0)
}
But that immediately activates the complete unity-window and hides my parenting UITabBarController.
Trying to make the UnityFramework.getInstance()?.appController()?.rootViewController a child of my UITabBarController failed with the same result.
Furthermore it is not possible to add a child ViewController. Only adding subviews seems possible.
Does anybody know where that window-behaviour is located or how i can access the UnityView (or the RootViewController) and use it freely?
I found a solution to the problem based on this approach from the unity forum. Using this approach I'm able to use the UnityViewController as a child in my own TabBarController.
The approach is working for Unity 2019.3.0f3, but I'm not sure if it will work in future versions. It feels like Unity tries to actively prevent such use. Then again I found hints in comments in the library-code that would suggest that a modified ViewController-Hierarchy was at least contemplated e.g. in UnityAppController+ViewHandling.h. But the instructions are unclear and methods with the hinted names don't exist.
Solution
1. Create UnityEmbeddedSwift.swift
The official example App provided by Unity is a real mess. I ended up using the UnityEmbeddedSwift.swift from the linked forum post with additions for pausing. This class encapsulates all Unity-related functionality in one clean class.
//
// UnityEmbeddedSwift.swift
// Native
//
// Created by NSWell on 2019/12/19.
// Copyright © 2019 WEACW. All rights reserved.
//
//
// Created by Simon Tysland on 19/08/2019.
// Copyright © 2019 Simon Tysland. All rights reserved.
//
import Foundation
import UnityFramework
class UnityEmbeddedSwift: UIResponder, UIApplicationDelegate, UnityFrameworkListener {
private struct UnityMessage {
let objectName : String?
let methodName : String?
let messageBody : String?
}
private static var instance : UnityEmbeddedSwift!
private var ufw : UnityFramework!
private static var hostMainWindow : UIWindow! // Window to return to when exiting Unity window
private static var launchOpts : [UIApplication.LaunchOptionsKey: Any]?
private static var cachedMessages = [UnityMessage]()
// MARK: - Static functions (that can be called from other scripts)
static func getUnityRootViewController() -> UIViewController! {
return instance.ufw.appController()?.rootViewController
}
static func getUnityView() -> UIView! {
return instance.ufw.appController()?.rootViewController?.view
}
static func setHostMainWindow(_ hostMainWindow : UIWindow?) {
UnityEmbeddedSwift.hostMainWindow = hostMainWindow
let value = UIInterfaceOrientation.landscapeLeft.rawValue
UIDevice.current.setValue(value, forKey: "orientation")
}
static func setLaunchinOptions(_ launchingOptions : [UIApplication.LaunchOptionsKey: Any]?) {
UnityEmbeddedSwift.launchOpts = launchingOptions
}
static func showUnity() {
if(UnityEmbeddedSwift.instance == nil || UnityEmbeddedSwift.instance.unityIsInitialized() == false) {
UnityEmbeddedSwift().initUnityWindow()
}
else {
UnityEmbeddedSwift.instance.showUnityWindow()
}
}
static func hideUnity() {
UnityEmbeddedSwift.instance?.hideUnityWindow()
}
static func pauseUnity() {
UnityEmbeddedSwift.instance?.pauseUnityWindow()
}
static func unpauseUnity() {
UnityEmbeddedSwift.instance?.unpauseUnityWindow()
}
static func unloadUnity() {
UnityEmbeddedSwift.instance?.unloadUnityWindow()
}
static func sendUnityMessage(_ objectName : String, methodName : String, message : String) {
let msg : UnityMessage = UnityMessage(objectName: objectName, methodName: methodName, messageBody: message)
// Send the message right away if Unity is initialized, else cache it
if(UnityEmbeddedSwift.instance != nil && UnityEmbeddedSwift.instance.unityIsInitialized()) {
UnityEmbeddedSwift.instance.ufw.sendMessageToGO(withName: msg.objectName, functionName: msg.methodName, message: msg.messageBody)
}
else {
UnityEmbeddedSwift.cachedMessages.append(msg)
}
}
// MARK - Callback from UnityFrameworkListener
func unityDidUnload(_ notification: Notification!) {
ufw.unregisterFrameworkListener(self)
ufw = nil
UnityEmbeddedSwift.hostMainWindow?.makeKeyAndVisible()
}
// MARK: - Private functions (called within the class)
private func unityIsInitialized() -> Bool {
return ufw != nil && (ufw.appController() != nil)
}
private func initUnityWindow() {
if unityIsInitialized() {
showUnityWindow()
return
}
ufw = UnityFrameworkLoad()!
ufw.setDataBundleId("com.unity3d.framework")
ufw.register(self)
// NSClassFromString("FrameworkLibAPI")?.registerAPIforNativeCalls(self)
ufw.runEmbedded(withArgc: CommandLine.argc, argv: CommandLine.unsafeArgv, appLaunchOpts: UnityEmbeddedSwift.launchOpts)
sendUnityMessageToGameObject()
UnityEmbeddedSwift.instance = self
}
private func showUnityWindow() {
if unityIsInitialized() {
ufw.showUnityWindow()
sendUnityMessageToGameObject()
}
}
private func hideUnityWindow() {
if(UnityEmbeddedSwift.hostMainWindow == nil) {
print("WARNING: hostMainWindow is nil! Cannot switch from Unity window to previous window")
}
else {
UnityEmbeddedSwift.hostMainWindow?.makeKeyAndVisible()
}
}
private func pauseUnityWindow() {
ufw.pause(true)
}
private func unpauseUnityWindow() {
ufw.pause(false)
}
private func unloadUnityWindow() {
if unityIsInitialized() {
UnityEmbeddedSwift.cachedMessages.removeAll()
ufw.unloadApplication()
}
}
private func sendUnityMessageToGameObject() {
if (UnityEmbeddedSwift.cachedMessages.count >= 0 && unityIsInitialized())
{
for msg in UnityEmbeddedSwift.cachedMessages {
ufw.sendMessageToGO(withName: msg.objectName, functionName: msg.methodName, message: msg.messageBody)
}
UnityEmbeddedSwift.cachedMessages.removeAll()
}
}
private func UnityFrameworkLoad() -> UnityFramework? {
let bundlePath: String = Bundle.main.bundlePath + "/Frameworks/UnityFramework.framework"
let bundle = Bundle(path: bundlePath )
if bundle?.isLoaded == false {
bundle?.load()
}
let ufw = bundle?.principalClass?.getInstance()
if ufw?.appController() == nil {
// unity is not initialized
// ufw?.executeHeader = &mh_execute_header
let machineHeader = UnsafeMutablePointer<MachHeader>.allocate(capacity: 1)
machineHeader.pointee = _mh_execute_header
ufw!.setExecuteHeader(machineHeader)
}
return ufw
}
}
2. Modify AppDelegate.swift
Sets window and launch options needed by UnityEmbeddedSwift
func application(_ application: UIApplication, didFinishLaunchingWithOptions launchOptions: [UIApplication.LaunchOptionsKey: Any]?) -> Bool {
UnityEmbeddedSwift.setHostMainWindow(window)
UnityEmbeddedSwift.setLaunchinOptions(launchOptions)
return true
}
3. Create RootTabBarController.swift
This class sets up the hierarchy.
It is important to use the UnityRootViewController right after calling UnityEmbeddedSwift.showUnity().
The Tab-Switching is not nice, but if it is missing Unity will pause (or freeze?) during loading. The timing seems to depend on the Unity-Projects loading time. It can be faster for small projects and needs more time for larger projects.
import UIKit
class RootTabBarController: UITabBarController, UITabBarControllerDelegate {
var unityNC: UINavigationController?
var nativeNC: UINavigationController?
override func viewDidLoad() {
super.viewDidLoad()
delegate = self
// start unity and immediatly set as rootViewController
// this loophole makes it possible to run unity in the same window
UnityEmbeddedSwift.showUnity()
let unityViewController = UnityEmbeddedSwift.getUnityRootViewController()!
unityViewController.navigationItem.title = "Unity"
unityNC = UINavigationController.init(rootViewController: unityViewController)
unityNC?.tabBarItem.title = "Unity"
let nativeViewController = UIViewController.init()
nativeViewController.view.backgroundColor = UIColor.darkGray
nativeViewController.navigationItem.title = "Native"
nativeNC = UINavigationController.init(rootViewController: nativeViewController)
nativeNC?.tabBarItem.title = "Native"
viewControllers = [unityNC!, nativeNC!]
// select other tab and reselect first tab to unfreeze unity-loading
DispatchQueue.main.asyncAfter(deadline: .now() + 0.2, execute: {
self.selectedIndex = 1
DispatchQueue.main.asyncAfter(deadline: .now() + 0.01, execute: {
self.selectedIndex = 0
})
})
}
// MARK: - UITabBarControllerDelegate
func tabBarController(_ tabBarController: UITabBarController, didSelect viewController: UIViewController) {
// pause unity if unity-tab is not selected
if viewController != unityNC {
UnityEmbeddedSwift.pauseUnity()
} else {
UnityEmbeddedSwift.unpauseUnity()
}
}
}
4. Modify Main.storyboard
Modify the storyboard to start with the RootTabBarController.
For anyone who is still interested in preventing the freezing, I am building on top of aalmigthy's answer:
You do not need to add a TabBar controller and switch between the tabs. All you need to do is:
Add the Unity view as a subview
Send the subview to back
Here's the modified ViewController class (no need for a tab bar):
import UIKit
class HybridViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
UnityEmbeddedSwift.showUnity()
let uView = UnityEmbeddedSwift.getUnityView()
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1, execute: {
self.view.addSubview(uView!)
DispatchQueue.main.asyncAfter(deadline: .now() + 0.1, execute: {
self.view.sendSubviewToBack(uView!)
})
})
}
}

Integrating Facebook and Twitter in Xcode Scenes Swift iOS

I have developed a game in Xcode using sprite kit, and scenes. Now I am trying to integrate the functionality to post high scores to twitter and Facebook. I've looked around, and most people say to use SLComposeServiceViewController which is fine, until I try and present it. Because my app really only uses scenes, they never have the member function "presentViewController(....)". Thus, I am unable to ever present it. Anyone know any way around this?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
let touch:UITouch = touches.first!
let touchLocation = touch.location(in: self)
let touchedNode = self.atPoint(touchLocation)
if (touchedNode.name == "tryAgain") {
let nextScene = Scene_LiveGame(size: self.scene!.size)
nextScene.scaleMode = self.scaleMode
self.view?.presentScene(nextScene, transition: SKTransition.fade(withDuration: 0.5))
}
else if (touchedNode.name == "share") {
if SLComposeViewController.isAvailable(forServiceType: SLServiceTypeFacebook) {
let fShare = SLComposeViewController(forServiceType: SLServiceTypeFacebook)
self.presentViewController(fShare!, animated: true, completion: nil)
//^This is where my problem is. Xcode is telling me that self has no member function presentViewController which I totally understand, because its a scene and thus doesn't share those functions. But every resource online has shown me this is the only way to do it
}
}
Your are getting this error because you need to present a UIViewController from another UIViewController. So
self.presentViewController(...)
will not work because self (SKScene) is not a UIViewController. To present from a SKScene you would have to say this
view?.window?.rootViewController?.presentViewController(fShare!, animated: true, completion: nil)
I would recommend that you do not use those APIs anymore. Its better to use a UIActivityViewController for your sharing needs. This way you only need one share button in your app and you can share to all sorts of services (email, Twitter, Facebook, iMessage, WhatsApp etc).
Create a new Swift file and add this code.
enum ShareMenu {
static func open(text: String, image: UIImage?, appStoreURL: String?, from viewController: UIViewController?) {
guard let viewController = viewController, let view = viewController.view else { return }
// Activity items
var activityItems = [Any]()
// Text
activityItems.append(text)
// Image
if let image = image {
activityItems.append(image)
}
/// App url
if let appStoreURL = appStoreURL {
let items = ActivityControllerItems(appStoreURL: appStoreURL)
activityItems.append(items)
}
// Activity controller
let activityController = UIActivityViewController(activityItems: activityItems, applicationActivities: nil)
// iPad settings
if UIDevice.current.userInterfaceIdiom == .pad {
activityController.modalPresentationStyle = .popover
activityController.popoverPresentationController?.sourceView = view
activityController.popoverPresentationController?.sourceRect = CGRect(x: view.bounds.midX, y: view.bounds.midY, width: 0, height: 0)
activityController.popoverPresentationController?.permittedArrowDirections = UIPopoverArrowDirection.init(rawValue: 0)
}
// Excluded activity types
activityController.excludedActivityTypes = [
.airDrop,
.print,
.assignToContact,
.addToReadingList,
]
// Present
DispatchQueue.main.async {
viewController.present(activityController, animated: true)
}
// Completion handler
activityController.completionWithItemsHandler = { (activity, success, items, error) in
guard success else {
if let error = error {
print(error.localizedDescription)
}
return
}
// do something if needed
}
}
}
// MARK: - Activity Controller Items
/**
ActivityControllerItems
*/
private final class ActivityControllerItems: NSObject {
// MARK: - Properties
/// App name
fileprivate let appName = Bundle.main.infoDictionary?["CFBundleName"] as? String ?? "-"
/// App store web url
fileprivate let appStoreURL: String
// MARK: - Init
/// Init
fileprivate init(appStoreURL: String) {
self.appStoreURL = appStoreURL
super.init()
}
}
// MARK: - UIActivityItemSource
/// UIActivityItemSource
extension ActivityControllerItems: UIActivityItemSource {
/// Getting data items
/// Placeholder item
func activityViewControllerPlaceholderItem(_ activityViewController: UIActivityViewController) -> Any {
return ""
}
/// Item for actity type
func activityViewController(_ activityViewController: UIActivityViewController, itemForActivityType activityType: UIActivityType) -> Any? {
return URL(string: appStoreURL) ?? appName
}
/// Provide info about data items
/// Subject field for services such as email
func activityViewController(_ activityViewController: UIActivityViewController, subjectForActivityType activityType: UIActivityType?) -> String {
return appName
}
}
Than when the share button is pressed you can call it like so
ShareMenu.open(
text: "Can you beat my score?",
image: UIImage(...), // set to nil if unused
appStoreURL: "your iTunes app store URL", // set to nil if unused
from: view?.window?.rootViewController
)
Bear in mind that the image and appStoreURL will not show up everywhere, it depends on the sharing service.
You can also use your score value from your scene and add it to the text e.g
ShareMenu.open(
text: "Can you beat my score \(self.score)?",
...
)
Hope this helps
I will not go into SLComposeViewController related code. I will just show you two techniques aside from what crashoverride777 proposed. So the first technique would be using notifications, like this:
GameScene:
import SpriteKit
let kNotificationName = "myNotificationName"
class GameScene: SKScene {
private func postNotification(named name:String){
NotificationCenter.default.post(
Notification(name: Notification.Name(rawValue: name),
object: self,
userInfo: ["key":"value"]))
}
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.postNotification(named: kNotificationName)
}
}
Here, you post a notification by tapping the screen. A desired view controller class can listen for this notification, like this:
import UIKit
import SpriteKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
NotificationCenter.default.addObserver(
self,
selector: #selector(self.handle(notification:)),
name: NSNotification.Name(rawValue: kNotificationName),
object: nil)
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
// Present the scene
view.presentScene(scene)
}
}
}
func handle(notification:Notification){
print("Notification : \(notification)")
}
}
Here, we add self as an observer for this notification - means that when notification happens, an appropriate handling method will be called (and that is our custom handle(notification:) method. In that method, you should call your code:
if SLComposeViewController.isAvailable(forServiceType: SLServiceTypeFacebook) {
let fShare = SLComposeViewController(forServiceType: SLServiceTypeFacebook)
self.presentViewController(fShare!, animated: true, completion: nil)
}
Actually, I will write another example for delegation, to keep things clean :)
As I said, this can be done using notifications, like in this answer, or you can go with delegation:
First you should declare the MyDelegate protocol which defines one method called myMethod().
protocol MyDelegate:class {
func myMethod()
}
That method is a requirement that every class must implement if it conforms to this protocl.
In our example, you can look at the scene as a worker, and a view controller as a boss. When the scene finishes its task, it notifies its boss (delegates responsibilities to him) about job completion, so that boss can decide what is next. I mean, I could say : "The scene is a boss, and it delegates responsibilities to his employee, the view controller..." But it doesn't really matter who you consider as a boss... The delegation pattern matters.
So, the view controller, should conform to this protocol, and it will implement the myMethod() (that will be called by the scene later):
class GameViewController: UIViewController, MyDelegate {
override func viewDidLoad() {
super.viewDidLoad()
//MARK: Conforming to MyDelegate protocol
if let view = self.view as! SKView? {
// Load the SKScene from 'GameScene.sks'
if let scene = GameScene(fileNamed: "GameScene") {
// Set the scale mode to scale to fit the window
scene.scaleMode = .aspectFill
scene.myDelegate = self
// Present the scene
view.presentScene(scene)
}
}
}
func myMethod(){
print("Do your stuff here")
}
}
And here is a code from the GameScene where you define the myDelegate property that we use to communicate with our view controller:
import SpriteKit
class GameScene: SKScene {
weak var myDelegate:MyDelegate?
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
self.myDelegate?.myMethod()
}
}
To find out when to choose delegation over notifications and vice-versa take a look at this article (or just search SO, there are some nice posts about that).

Isfirstresponder swift issue

I get a "Method does not override any method from its superclass" for a is first responder function. I looked this up online and theres no solution. could you please help me fix this. Here is the code.
public override func isFirstResponder() -> Bool {
// Return true if any of `self`'s subviews is the current first responder.
// Needs to unwrap the IBOutlets otherwise IBInspectable is crashing when using CardTextField because IBOutlets
// are not initialized yet when IBInspectable engine runs.
guard let numberInputTextField = numberInputTextField, let monthTextField = monthTextField, let yearTextField = yearTextField, let cvcTextField = cvcTextField else {
return false
}
return [numberInputTextField, monthTextField, yearTextField, cvcTextField]
.filter({$0.isFirstResponder})
.isEmpty == false
}
Here is an image of the error
Error of IsFirstResponderError
Try to replace this:
public override func isFirstResponder() -> Bool {
with this:
public override var isFirstResponder: Bool {
Apple doc

memory grows when switching to a new scene

I have the game in which the new scene is called by pressing buttons. When you click in a new scene sent the corresponding pictures. When you return back to the game map memory always increases by 30 MB. I do not understand where the strongest link. Instruments can not detect leaks. Sorry my english. Help me please.
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
for touch: AnyObject in touches {
let location = touch.location(in: self)
for i in 0...3 {
if childNode(withName: "button\(i)")!.isHidden == false && childNode(withName: "button\(i)")!.contains(location) {
buttonOfBattlefield = childNode(withName: "button\(i)")
}
}
switch buttonOfBattlefield?.name {
case "button0"?:
battlefieldName = "A"
case "button1"?:
battlefieldName = "B"
case "button2"?:
battlefieldName = "C"
case "button3"?:
battlefieldName = "D"
default:
break
}
if battlefieldName != nil {
let myScene = GameScene(size: self.size , battlefield: battlefieldName!)
myScene.scaleMode = self.scaleMode
let reveal = SKTransition.fade(withDuration: 2.0)
self.view?.presentScene(myScene, transition: reveal)
}
}
}
Essentially there could be many factors that cause the increase of memory in your game.
I try to help you with some useful correction.
Speaking about custom protocols, you could break the strong references by adding class at the end of the line, and declare weak var to the delegate:
protocol ResumeBtnSelectorDelegate: class {
func didPressResumeBtn(resumeBtn:SKSpriteNode)
}
weak var resumeBtnDelegate:ResumeBtnSelectorDelegate?
...
Speaking about completion could be a strong reference to self so you can do like this example:
self.launchVideo(completion: {
[weak self] success in
guard let strongSelf = self else { return }
//self.showMyVideo()
strongSelf.showMyVideo()
}
same thing to run actions blocks:
let exp = SKAction.run {
[weak self] in
guard let strongSelf = self else { return }
strongSelf.getExplosion(percentageDimension: 15,type: 0,position: enemy.position)
}
If you use third part library in objective C , you may need to remove the strong references also there:
__weak __typeof__(self) weakSelf = self;
SKAction *sequence = [SKAction sequence:#[[SKAction followPath:_ascentPath duration:1.5], [SKAction runBlock:^(void){[weakSelf explode];}]]];
[self runAction:sequence];
}
If you have some observer try to remove it, samething for NSTimers to the willMoveFromView methods.
override func willMove(from view: SKView) {
//remove UIKit objects, observers, timers..
}
The solution found. The new Game Scene need to use the method.
self.enumerateChildNodes(withName: "//*"){ (node, stop) -> Void in
node.removeAllActions()
node.removeAllChildren()
node.removeFromParent()
}
Thank you all for your help. I'm happy!

NSInvalidUnarchiveOperationException On iOS 9.3 With SpriteKit

So I'm making some small projects for a major game that I've been developing, but without knowing why, everytime I try to run my Game a SIGABRT error prompts with the following message:
* Terminating app due to uncaught exception 'NSInvalidUnarchiveOperationException', reason: '* -[NSKeyedUnarchiver decodeObjectForKey:]: cannot decode object of class (GameScene) for key (root); the class may be defined in source code or a library that is not linked'
I've added the following extension to SKNode
extension SKNode {
class func unarchiveFromFile(_ file: NSString) -> SKNode? {
if let path = Bundle.main().pathForResource(file as String, ofType: "sks") {
do {
let sceneData = try Data(contentsOf: URL(fileURLWithPath: path), options: NSData.ReadingOptions.dataReadingMappedIfSafe)
let archiver = NSKeyedUnarchiver(forReadingWith: sceneData)
archiver.setClass(self.classForKeyedUnarchiver(), forClassName: "SKScene")
let scene = archiver.decodeObject(forKey: NSKeyedArchiveRootObjectKey) as! GameScene
archiver.finishDecoding()
return scene
} catch {
print("ERROR1002")
return nil
}
} else {
print("ERROR001 - pathForResource not found")
return nil
}
}
}
I've used this extension in other projects and everything ran like a charm, but now on this one.
When my game lanches, my GameViewController.swift File is called and on my viewDidLoad method I do the following:
import UIKit
import SpriteKit
import GameplayKit
class GameViewController: UIViewController {
override func viewDidLoad() {
super.viewDidLoad()
if let scene = GameScene.unarchiveFromFile(currentSKSFile) as? GameScene {
// Configure the view.
let skView = self.view as! SKView
skView.showsFPS = false
skView.showsNodeCount = false
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
scene.scaleMode = .aspectFill
skView.presentScene(scene)
}
}
override func shouldAutorotate() -> Bool {
return true
}
override func supportedInterfaceOrientations() -> UIInterfaceOrientationMask {
if UIDevice.current().userInterfaceIdiom == .phone {
return .landscape
} else {
return .all
}
}
override func didReceiveMemoryWarning() {
super.didReceiveMemoryWarning()
// Release any cached data, images, etc that aren't in use.
print("didReceiveMemoryWarning ERRO - GameViewController.swift")
}
override func prefersStatusBarHidden() -> Bool {
return true
}
}
I've debugged the code and it crashes on the following line in the extension class I've added:
let scene = archiver.decodeObject(forKey: NSKeyedArchiveRootObjectKey) as! GameScene
And it prompts the error described above.
I'm running Xcode 8 Beta + iOS 10, and no, it's not because of this, because I can run the exact same extension used in other projects on this kind of devices with Beta versions without any error.
Any hint on what might be causing this?
Regards - Ivan
Somehow cleaning my project solved my issues!
I have tried different stuff and the errors were there, so I've cleaned it and the error wasn't there anymore.
I don't know why that happened , but it's solved.
Thanks anyway :)

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