On some iOS devices (iPhone 6s Plus) there is a partial and arbitrary disappearance of object parts.
How to avoid this?
All sticks must be the same and are clones of one SCNNode.
16 complex SCNNodes, from 3 SCNNode: box, ball and stick. Node containing a geometry by node.flattenedClone().
It must be like this:
Сode fragment:
func initBox()
{
var min: SCNVector3 = SCNVector3()
var max: SCNVector3 = SCNVector3()
let geom1 = SCNBox(width: boxW, height: boxH, length: boxL, chamferRadius: boxR)
geom1.firstMaterial?.reflective.contents = UIImage(data: BoxData)
geom1.firstMaterial?.reflective.intensity = 1.2
geom1.firstMaterial?.fresnelExponent = 0.25
geom1.firstMaterial?.locksAmbientWithDiffuse = true
geom1.firstMaterial?.diffuse.wrapS = SCNWrapMode.Repeat
let geom2 = SCNSphere(radius: 0.5 * boxH)
geom2.firstMaterial?.reflective.contents = UIImage(data: BalData)
geom2.firstMaterial?.reflective.intensity = 1.2
geom2.firstMaterial?.fresnelExponent = 0.25
geom2.firstMaterial?.locksAmbientWithDiffuse = true
geom2.firstMaterial?.diffuse.wrapS = SCNWrapMode.Repeat
let geom3 = SCNCapsule(capRadius: stickR, height: stickH)
geom3.firstMaterial?.reflective.contents = UIImage(data: StickData)
geom3.firstMaterial?.reflective.intensity = 1.2
geom3.firstMaterial?.fresnelExponent = 0.25
geom3.firstMaterial?.locksAmbientWithDiffuse = true
geom3.firstMaterial?.diffuse.wrapS = SCNWrapMode.Repeat
let box = SCNNode()
box.castsShadow = false
box.position = SCNVector3Zero
box.geometry = geom1
Material.setFirstMaterial(box, materialName: Materials[boxMatId])
let bal = SCNNode()
bal.castsShadow = false
bal.position = SCNVector3(0, 0.15 * boxH, 0)
bal.geometry = geom2
Material.setFirstMaterial(bal, materialName: Materials[balMatId])
let stick = SCNNode()
stick.castsShadow = false
stick.position = SCNVector3Zero
stick.geometry = geom3
stick.getBoundingBoxMin(&min, max: &max)
stick.pivot = SCNMatrix4MakeTranslation(0, min.y, 0)
Material.setFirstMaterial(stick, materialName: Materials[stickMatId])
box.addChildNode(bal)
box.addChildNode(stick)
boxmain = box.flattenedClone()
boxmain.name = "box"
}
Add nodes to the scene:
func Boxesset()
{
let Boxes = SCNNode()
Boxes.name = "Boxes"
var z: Float = -4.5 * radius
for _ in 0..<4
{
var x: Float = -4.5 * radius
for _ in 0..<4
{
let B: SCNNode = boxmain.clone()
B.position = SCNVector3(x: x, y: radius, z: z)
Boxes.addChildNode(B)
x += 3 * Float(radius)
}
z += 3 * Float(radius)
}
self.rootNode.addChildNode(Boxes)
}
This is tested and works great on the simulator - all devices,
on the physical devices - iPad Retina and iPhone 5.
Glitch is observed only at ultra modern iPhone 6s Plus (128 Gb).
The problem is clearly visible on the video ->
The problem with graphics can be solved by changing the Default rendering API to OpenGL ES...
...but you may have unexpected problems in pure computing modules that are not associated with graphics on iPhone 6S Plus. (the iPhone 6 has no such problems).
What's wrong?
TL;DR
Add scnView.prepareObject(boxmain, shouldAbortBlock: nil) to the end of your initBox.
I had a quick look at your code running on my 6s Plus and saw similar results. One of the corner nodes was missing, and was consistently missing each run. But we're not running the same code, mine's missing the materials data...
SceneKit is lazy, often things are not done until an object is added to a scene. I first came across this extracting geometry from a SceneKit primitive (SCNSphere etc), you're finding it when you clone a clone of something via the following lines.
let B: SCNNode = boxmain.clone()
...
boxmain = box.flattenedClone()
I'd say SceneKit is simply not completing the clone before the second clone occurs consistently. I have no way of knowing this for sure.
Removing the first clone fixes this issue for me. For example replace boxmain = box.flattenedClone() with boxmain = box. But I'd say what you've done is best practice, flattening these nodes will reduce the number of draw calls and improve performance (probably not an issue on the 6s).
SceneKit also provides a method - prepareObject:shouldAbortBlock: that will perform the operations required before an object is added to a scene (in this case the .flattenedClone()).
Adding the following line to the end of your initBox function also fixes the problem and is a better solution.
scnView.prepareObject(boxmain, shouldAbortBlock: nil)
Just say, I don't know the right answer to my question, but I found an acceptable solution for myself.
It turned out, it's all in the "diffuse" property of the SCNMaterial.
For whatever reason, Metal does not very like when diffuse = UIColor(...)
But if at least one element in a compound SCNNode (as in my case) is diffuse.contents = UIImage(...), then everything begins to work perfectly.
it works
diffuse=<SCNMaterialProperty: 0x7a6d50a0 | contents=<UIImage: 0x7a6d5b40> size {128, 128} orientation 0 scale 1.000000>
it doesn't work
diffuse=<SCNMaterialProperty: 0x7e611a50 | contents=UIDeviceRGBColorSpace 0.25 0.25 0.25 0.99>
I have found the solution of the problem is simply:
I just added one small, inconspicuous element with diffuse.contents = UIImage(...) to the existing 3 elements with diffuse.contents = UIColor(...) and it worked great.
So, my recommendations:
be careful when working with Metal. (I have a problems on the 5S devices and above)
thoroughly test the SceneKit applications on real devices, don't trust only the simulator
I hope, it's temporary bugs and it will be fix in future releases of Xcode.
Have a nice apps!
P.S. By the way, the finished app is completely free in the AppStore now
Qubic: tic-tac-toe 4x4x4
Related
I'm using SpriteKit particle emitter nodes for snow:
let snowEmitterNode = SKEmitterNode(fileNamed: "Snow.sks")
guard let snowEmitterNode = snowEmitterNode else { return }
snowEmitterNode.particleSize = CGSize(width: 4, height: 4)
snowEmitterNode.particleLifetime = 10
snowEmitterNode.particleBirthRate = 10
snowEmitterNode.xAcceleration = -gameSpeed
snowEmitterNode.particleLifetimeRange = 10
snowEmitterNode.position = CGPoint(x: (self.size.width/2), y: 800)
snowEmitterNode.zPosition = 80
addChild(snowEmitterNode)
It looks great, but it only begins once the scene loads, which means there is no snow at the start, and then it all suddenly starts to fall, which obviously looks very fake. Is it possible to somehow set the state of it to have already fallen partly on scene load to avoid this?
It is.
Use the advanceSimulationTime(_:) method to advance the emission of particles by the number of seconds you specify.
E.g. snowEmitterNode.advanceSimulationTime(5)
See https://developer.apple.com/documentation/spritekit/skemitternode/1398027-advancesimulationtime for details
I don't understand how node scaling on nodes work.
I'm trying to understand how the code on Apple's Creating Face Based AR Experiences sample project works. Specifically, I'm trying to understand the TransformVisualization.swift file and the transformations applied to its nodes.
The method addEyeTransformNodes() is called and left and right eye nodes are both scaled using the simdScale properties. That's the part I'm confused about.
I tried scaling the same node using .scale and .simdScale properties, but both of them did nothing.
Moreover, what's more confusing is the fact that even though the values for .simdPivot are greater than 1 the node is scaled down. I expected nodes to scale up.
Why would we need to set .simdPivot to scale the nodes but not .scale and .simdScale properties?
Here's the function I'm talking about.
func addEyeTransformNodes() {
guard #available(iOS 12.0, *), let anchorNode = contentNode else { return }
// Scale down the coordinate axis visualizations for eyes.
rightEyeNode.simdPivot = float4x4(diagonal: float4(3, 3, 3, 1))
leftEyeNode.simdPivot = float4x4(diagonal: float4(3, 3, 3, 1))
anchorNode.addChildNode(rightEyeNode)
anchorNode.addChildNode(leftEyeNode)
}
Here's what I tried:
func addEyeTransformNodes() {
guard #available(iOS 12.0, *), let anchorNode = contentNode else { return }
// Does nothing
rightEyeNode.simdScale = float3(3, 3, 3)
// Does nothing
leftEyeNode.scale = SCNVector3(x: 3, y: 3, z: 3)
anchorNode.addChildNode(rightEyeNode)
anchorNode.addChildNode(leftEyeNode)
}
I expected to scale the node with the way I did it, but nothing happened.
Looking forward to your answers and help.
If you need to offset a pivot (before applying rotate and/or scale) point use simdPivot instance property.
Use my testing code to find out how it works:
let sphereNode1 = SCNNode(geometry: SCNSphere(radius: 1))
sphereNode1.geometry?.firstMaterial?.diffuse.contents = UIColor.red
sphereNode1.position = SCNVector3(-5, 0, 0)
scene.rootNode.addChildNode(sphereNode1)
let sphereNode2 = SCNNode(geometry: SCNSphere(radius: 1))
sphereNode2.geometry?.firstMaterial?.diffuse.contents = UIColor.green
sphereNode2.simdPivot.columns.3.x = -1
sphereNode2.scale = SCNVector3(2, 2, 2) // WORKS FINE
//sphereNode2.simdScale = float3(2, 2, 2) // WORKS FINE
scene.rootNode.addChildNode(sphereNode2)
let sphereNode3 = SCNNode(geometry: SCNSphere(radius: 1))
sphereNode3.geometry?.firstMaterial?.diffuse.contents = UIColor.blue
sphereNode3.position = SCNVector3(5, 0, 0)
scene.rootNode.addChildNode(sphereNode3)
Pivot offset is x: -1:
Pivot offset is x: 0:
Using init(diagonal:) initializer helps you creating a new 4x4 Matrix with the specified vector on the main diagonal. This method has an issue: it scales down objects when you're assigning diagonal values greater than 1, and vice versa. So, if you want to scale up character's eyes use the following approach as a workaround:
rightEyeNode.simdPivot = float4x4(diagonal: float4(1/3, 1/3, 1/3, 1))
leftEyeNode.simdPivot = float4x4(diagonal: float4(1/3, 1/3, 1/3, 1))
I think Apple engineers will fix this issue in the future.
Hope this helps.
I've coded a basic layout of "cards" for level selection in a game using Swift and SpriteKit. It's basically just 6 level selection cards side by side that have a picture of the level that the user can select. To create them I am running a for-loop and placing the first one in the center of the screen, a padding, then the second one, then padding etc. Each card is an SKSpriteNode from a png image. Each card is approx a 3rd of the device wide and about a 3rd of the devices height.
I create all six of them and then created an action that moves all 6 cards left or right to select which on the player would like. The one in the center is the one that is selected.
Everything works great on iphone simulators (tested on iPhone 6, iPhone 6 plus, iPhone 7 Plus and iPhone 5... all work great). On iPad simulators the first and last card have a portion of the image that doesn't render at all. The first card has about 1/4 of it lost on the left side, the last card has about 1/4 or it lost on the far right side. I tried running it on a physical iPad as well and it has the same issue. When I run it on an iPad Pro 12.7 it gets worse... it cuts off more of the image.
If I choose only to display 5 of the 6 cards they all render great.
If I choose to shrink them down to about 1/4 of the device width and 1/4 of the device height and lessen the padding they render fine.
I tried playing with the Scene and View sizes and scales and didn't have any improvement.
I've tried using different images and there is no changes at all.
I've double checked all zPositions and found no improvement.
I've tried systematically removing all other objects in the scene and still have the problem.
I've put them on their own "layer" which is an SKEffectNode named cardNode. (it's an SKEffectNode because I choose to later blur it when an alert screen comes up in front of it). I thought that putting them onto their own layer might help but it didn't.
I've put physics bodies on the cards just to make sure that they are still "there" and the physics bodies appear in the correct places. If I click on part of the node that isn't rendered it still does behave properly as though it was still rendered in that area.
I can't figure out where to go from here to fix this. Ideally I would like to add more cards yet in the future but getting stuck on this problem.
Here is the code that I have for creating the cards.
let cardNode = SKEffectNode()
let levelCardArray: [String] = [
"BlackBoxLevelCard.png"
,"FruitLevelCard.png"
,"SportsLevelCard.png"
,"BarnLevelCard.png"
,"SeaLevelCard.png"
,"SpaceLevelCard.png"
]
let screenWidth = UIScreen.main.bounds.width
let screenHeight = UIScreen.main.bounds.height
let w10 = screenWidth * 0.10
let w40 = screenWidth * 0.40
let w50 = screenWidth * 0.50
let w60 = screenWidth * 0.60
let h50 = screenHeight * 0.50
let cardMargin = w10
let cardSize = CGSize(width: w40, height: w60)
let startPosition = CGPoint(x: w50, y: h50)
override func didMove(to view: SKView) {
let scene = levelSelectionScene(size: view.bounds.size)
scene.backgroundColor = UIColor.black
let skView = view as SKView
skView.ignoresSiblingOrder = true
cardNode.zPosition = 100
self.addChild(cardNode)
for i in 1...levelCardArray.count {
let currentArrayValue = i - 1
let cardSprite = SKSpriteNode(imageNamed: levelCardArray[currentArrayValue])
cardSprite.size = cardSize
cardSprite.position = CGPoint(x: startPosition.x + (CGFloat(currentArrayValue) * (cardSize.width + cardMargin)), y: startPosition.y)
cardSprite.zPosition = cardNode.zPosition
cardSprite.name = "levelCardObject"
cardNode.addChild(cardSprite)
}
Any help or insight would be greatly appreciated. Thanks guys!
I tried all day today to try to find a way to make this work through resizing the scenes and views and haven't had any luck with it at all.
My solution is to check for the device type and if it's an iPad I am reducing the image sizes and buffer between images until it doesn't cut them off. I don't consider this a very good solution, really just a work around until I can find a better way to do it. Thank you guys for your thoughts though. I definitely appreciate it!
I'm currently working on a SpriteKit project and need to create a comet with a fading tail that animates across the screen. I am having serious issues with SpriteKit in this regards.
Attempt 1. It:
Draws a CGPath and creates an SKShapeNode from the path
Creates a square SKShapeNode with gradient
Creates an SKCropNode and assigns its maskNode as line, and adds square as a child
Animates the square across the screen, while being clipped by the line/SKCropNode
func makeCometInPosition(from: CGPoint, to: CGPoint, color: UIColor, timeInterval: NSTimeInterval) {
... (...s are (definitely) irrelevant lines of code)
let path = CGPathCreateMutable()
...
let line = SKShapeNode(path:path)
line.lineWidth = 1.0
line.glowWidth = 1.0
var squareFrame = line.frame
...
let square = SKShapeNode(rect: squareFrame)
//Custom SKTexture Extension. I've tried adding a normal image and the leak happens either way. The extension is not the problem
square.fillTexture = SKTexture(color1: UIColor.clearColor(), color2: color, from: from, to: to, frame: line.frame)
square.fillColor = color
square.strokeColor = UIColor.clearColor()
square.zPosition = 1.0
let maskNode = SKCropNode()
maskNode.zPosition = 1.0
maskNode.maskNode = line
maskNode.addChild(square)
//self is an SKScene, background is an SKSpriteNode
self.background?.addChild(maskNode)
let lineSequence = SKAction.sequence([SKAction.waitForDuration(timeInterval), SKAction.removeFromParent()])
let squareSequence = SKAction.sequence([SKAction.waitForDuration(1), SKAction.moveBy(CoreGraphics.CGVectorMake(deltaX * 2, deltaY * 2), duration: timeInterval), SKAction.removeFromParent()])
square.runAction(SKAction.repeatActionForever(squareSequence))
maskNode.runAction(lineSequence)
line.runAction(lineSequence)
}
This works, as shown below.
The problem is that after 20-40 other nodes come on the screen, weird things happen. Some of the nodes on the screen disappear, some stay. Also, the fps and node count (toggled in the SKView and never changed)
self.showsFPS = true
self.showsNodeCount = true
disappear from the screen. This makes me assume it's a bug with SpriteKit. SKShapeNode has been known to cause issues.
Attempt 2. I tried changing square from an SKShapeNode to an SKSpriteNode (Adding and removing lines related to the two as necessary)
let tex = SKTexture(color1: UIColor.clearColor(), color2: color, from: from, to: to, frame: line.frame)
let square = SKSpriteNode(texture: tex)
the rest of the code is basically identical. This produces a similar effect with no bugs performance/memory wise. However, something odd happens with SKCropNode and it looks like this
It has no antialiasing, and the line is thicker. I have tried changing anti-aliasing, glow width, and line width. There is a minimum width that can not change for some reason, and setting the glow width larger does this
. According to other stackoverflow questions maskNodes are either 1 or 0 in alpha. This is confusing since the SKShapeNode can have different line/glow widths.
Attempt 3. After some research, I discovered I might be able to use the clipping effect and preserve line width/glow using an SKEffectNode instead of SKCropNode.
//Not the exact code to what I tried, but very similar
let maskNode = SKEffectNode()
maskNode.filter = customLinearImageFilter
maskNode.addChild(line)
This produced the (literally) exact same effect as attempt 1. It created the same lines and animation, but the same bugs with other nodes/fps/nodeCount occured. So it seems to be a bug with SKEffectNode, and not SKShapeNode.
I do not know how to bypass the bugs with attempt 1/3 or 2.
Does anybody know if there is something I am doing wrong, if there is a bypass around this, or a different solution altogether for my problem?
Edit: I considered emitters, but there could potentially be hundreds of comets/other nodes coming in within a few seconds and didn't think they would be feasible performance-wise. I have not used SpriteKit before this project so correct me if I am wrong.
This looks like a problem for a custom shader attached to the comet path. If you are not familiar with OpenGL Shading Language (GLSL) in SpriteKit it lets you jump right into the GPU fragment shader specifically to control the drawing behavior of the nodes it is attached to via SKShader.
Conveniently the SKShapeNode has a strokeShader property for hooking up an SKShader to draw the path. When connected to this property the shader gets passed the length of the path and the point on the path currently being drawn in addition to the color value at that point.*
controlFadePath.fsh
void main() {
//uniforms and varyings
vec4 inColor = v_color_mix;
float length = u_path_length;
float distance = v_path_distance;
float start = u_start;
float end = u_end;
float mult;
mult = smoothstep(end,start,distance/length);
if(distance/length > start) {discard;}
gl_FragColor = vec4(inColor.r, inColor.g, inColor.b, inColor.a) * mult;
}
To control the fade along the path pass a start and end point into the custom shader using two SKUniform objects named u_start and u_end These get added to the custom shader during initialization of a custom SKShapeNode class CometPathShape and animated via a custom Action.
class CometPathShape:SKShapeNode
class CometPathShape:SKShapeNode {
//custom shader for fading
let pathShader:SKShader
let fadeStartU = SKUniform(name: "u_start",float:0.0)
let fadeEndU = SKUniform(name: "u_end",float: 0.0)
let fadeAction:SKAction
override init() {
pathShader = SKShader(fileNamed: "controlFadePath.fsh")
let fadeDuration:NSTimeInterval = 1.52
fadeAction = SKAction.customActionWithDuration(fadeDuration, actionBlock:
{ (node:SKNode, time:CGFloat)->Void in
let D = CGFloat(fadeDuration)
let t = time/D
var Ps:CGFloat = 0.0
var Pe:CGFloat = 0.0
Ps = 0.25 + (t*1.55)
Pe = (t*1.5)-0.25
let comet:CometPathShape = node as! CometPathShape
comet.fadeRange(Ps,to: Pe) })
super.init()
path = makeComet...(...) //custom method that creates path for comet shape
strokeShader = pathShader
pathShader.addUniform(fadeStartU)
pathShader.addUniform(fadeEndU)
hidden = true
//set up for path shape, eg. strokeColor, strokeWidth...
...
}
func fadeRange(from:CGFloat, to:CGFloat) {
fadeStartU.floatValue = Float(from)
fadeEndU.floatValue = Float(to)
}
func launch() {
hidden = false
runAction(fadeAction, completion: { ()->Void in self.hidden = true;})
}
...
The SKScene initializes the CometPathShape objects, caches and adds them to the scene. During update: the scene simply calls .launch() on the chosen CometPathShapes.
class GameScene:SKScene
...
override func didMoveToView(view: SKView) {
/* Setup your scene here */
self.name = "theScene"
...
//create a big bunch of paths with custom shaders
print("making cache of path shape nodes")
for i in 0...shapeCount {
let shape = CometPathShape()
let ext = String(i)
shape.name = "comet_".stringByAppendingString(ext)
comets.append(shape)
shape.position.y = CGFloat(i * 3)
print(shape.name)
self.addChild(shape)
}
override func update(currentTime: CFTimeInterval) {
//pull from cache and launch comets, skip busy ones
for _ in 1...launchCount {
let shape = self.comets[Int(arc4random_uniform(UInt32(shapeCount)))]
if shape.hasActions() { continue }
shape.launch()
}
}
This cuts the number of SKNodes per comet from 3 to 1 simplifying your code and the runtime environment and it opens the door for much more complex effects via the shader. The only drawback I can see is having to learn some GLSL.**
*not always correctly in the device simulator. Simulator not passing distance and length values to custom shader.
**that and some idiosyncrasies in CGPath glsl behavior. Path construction is affecting the way the fade performs. Looks like v_path_distance is not blending smoothly across curve segments. Still, with care constructing the curve this should work.
I'm trying to figure out how to optimize my game. I have a lot of turrets etc shooting out physics bodies. The game is playable but can dip into 50 or 45 fps. I've figured out that it is related to adding objects to my scene on the fly.
for example. when my turret is shooting it runs this code
func shootBlaster(){
let blaster = Projectile(color: SKColor.cyanColor(), size: CGSize(width: convertNum(3), height: convertNum(3)))
blaster.name = "blaster"
blaster.physicsBody = SKPhysicsBody(rectangleOfSize: blaster.size)
blaster.physicsBody!.categoryBitMask = CategoryEnemyProjectile
blaster.physicsBody!.contactTestBitMask = CategoryShip | CategoryShipShield
blaster.physicsBody!.collisionBitMask = 0
let fireAction = SKAction.runBlock({
let angle = self.turret.base.zRotation + self.zRotation
let velocity = CGPoint(angle: angle) * convertNum(420)
let vector = CGVectorMake(velocity.x, velocity.y)
let blas = blaster.copy() as Projectile
blas.wpnDmg = 10
blas.position = self.gameScene.gameLayer.convertPoint(self.turret.barrelPos, fromNode: self.turret.base)
self.gameScene.gameLayer.addChild(blas)
blas.physicsBody!.velocity = vector
blas.zRotation = blas.physicsBody!.velocity.angle
blas.runAction(SKAction.removeFromParentAfterDelay(1))
})
let recoilAction = SKAction.moveByX(-5, y: 0, duration: 0.08)
let reverseRecoil = recoilAction.reversedAction()
self.turret.barrel.runAction(SKAction.repeatAction(
SKAction.sequence([
recoilAction,
fireAction,
reverseRecoil
])
,count: self.blasterNum))
}
you can see that I'm adding a "blaster" inside of each of the fireAction blocks. I've noticed games with better performance are rarely adding children at runtime. It seems best to have everything pre-loaded. It makes sense that loading resources during runtime would put a strain on things, but what is the alternative? Do I need to add everything to the scene ahead of time and somehow hide and show it?
With any kind of shooting game where you have numerous projectiles you want to utilize "pooling". Create a pool of projectiles and reuse them as opposed to creating new ones when you need them.