Okay so my app run perfectly fine in the simulator but when I plug in my device and try to run it on the real thing, I get this error:
Terminating app due to uncaught exception 'NSInvalidArgumentException',
reason: '*** -[_NSPlaceholderData
initWithContentsOfFile:options:error:]: nil file argument'
and its due to this method:
+ (instancetype)unarchiveFromFile:(NSString *)file {
/* Retrieve scene file path from the application bundle */
NSString *nodePath = [[NSBundle mainBundle] pathForResource:file ofType:#"sks"];
/* Unarchive the file to an SKScene object */
NSData *data = [NSData dataWithContentsOfFile:nodePath
options:NSDataReadingMappedIfSafe
error:nil];
NSKeyedUnarchiver *arch = [[NSKeyedUnarchiver alloc] initForReadingWithData:data];
[arch setClass:self forClassName:#"SKScene"];
SKScene *scene = [arch decodeObjectForKey:NSKeyedArchiveRootObjectKey];
[arch finishDecoding];
return scene; }
More specifically it is caused by the "pathForResource:file ofType:#"sks"
but I dont understand why this causes the error, or how else I am supposed to load my scene and use my app. If it helps, I am using GameScene.h to programatically make my scene, not the scene designer in xcode
It looks like that you want to access a file, which doesn't exists on the real device. Maybe you're accessing a file in a directory which the iOS-simulator can get(in Application Support-folder) but the real iOS device can't.
Check if there are any hard-coded paths in your code which could make this behaviour happen.
I was able to fix this by avoiding the use of the unarchiving method all together. Previously the scene was created with:
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = YES;
// Create and configure the scene.
GameScene *scene = [GameScene unarchiveFromFile:#"GameScene"];
scene.scaleMode = SKSceneScaleModeResizeFill;
// Present the scene.
[skView presentScene:scene];
}
Now I changed that to this and it works fine on the real device:
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
SKScene * scene = [GameScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeResizeFill;
// Present the scene.
[skView presentScene:scene];
}
Related
Since xCode was updated to version 6.0, the default method for SpriteKit in "GameScene" (the default scene created) changes to:
-(void) didMoveToView:(SKView *) view {
/* Scene set up in here */
}
as opposed to the older method:
-(id) initWithSize:(CGSize) size {
if (self = [super initWithSize:size]{
/* Scene set up in here */
}
}
I understand that the new method (as with the changes in the view controller) is used to help manage the import from the .sks file that is new in xCode 6. However, I was curious if I didn't want to use the new "storyboard"-type format that is the .sks file, should I still use the new method? Or should I change the method back to the initWithSize method and just delete the .sks file?
Init methods should be used for initializing but keep in mind that inside init, view is always nil. So any code that needs the view has to be moved to didMoveToView method (it's called immediately after a scene is presented by a view).
About initWithSize in Xcode 6... By default, scene is loaded from .sks file. Because of this, initWithSize is never called actually. initWithCoder is called instead:
- (instancetype)initWithCoder:(NSCoder *)aDecoder
{
if (self = [super initWithCoder:aDecoder]) {
// do stuff
}
return self;
}
So initializing anything inside initWithSize won't have any effect. If you decide to delete .sks file and create a scene in "old" way, you can do something like this in view controller:
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = YES;
// Create and configure the scene.
GameScene *scene = [GameScene sceneWithSize:self.view.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
After that, you can use initWithSize for initialization.
Note that in viewDidLoad the final size of a view may not be known yet, and using viewWillLayoutSubviews instead could be a right choice. Read more here.
And proper implementation of viewWillLayoutSubviews for scene initialization purpose would be:
- (void)viewWillLayoutSubviews
{
[super viewWillLayoutSubviews];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = YES;
//viewWillLayoutSubviews can be called multiple times (read about this in docs ) so we have to check if the scene is already created
if(!skView.scene){
// Create and configure the scene.
GameScene *scene = [GameScene sceneWithSize:self.view.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
}
Swift code:
override func viewWillLayoutSubviews() {
super.viewWillLayoutSubviews()
if let scene = GameScene.unarchiveFromFile("GameScene") as? GameScene {
// Configure the view.
let skView = self.view as SKView
skView.showsFPS = true
skView.showsNodeCount = true
skView.showsPhysics = true
skView.showsDrawCount = true
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = true
/* Set the scale mode to scale to fit the window */
if(skView.scene == nil){
scene.scaleMode = .AspectFill
scene.size = skView.bounds.size
skView.presentScene(scene)
}
}
}
I think that, for all intents and purposes, there isn't much of a difference between the two methods when it comes to actually setting up your scene and using it. (initWithSize is called when the scene is initialized, while didMoveToView is always called right when the scene is presented by the view). I guess if you really prefer to see the initialization then you could just use the init method without any trouble at all.
Regarding the .sks file:
take a look at your view controller implementation file. Right above the v.controller's methods you'll see:
#implementation SKScene (Unarchive)
+ (instancetype)unarchiveFromFile:(NSString *)file {
/* Retrieve scene file path from the application bundle */
NSString *nodePath = [[NSBundle mainBundle] pathForResource:fileofType:#"sks"];
/* Unarchive the file to an SKScene object */
NSData *data = [NSData dataWithContentsOfFile:nodePath
options:NSDataReadingMappedIfSafe
error:nil];
NSKeyedUnarchiver *arch = [[NSKeyedUnarchiver alloc] initForReadingWithData:data];
[arch setClass:self forClassName:#"SKScene"];
SKScene *scene = [arch decodeObjectForKey:NSKeyedArchiveRootObjectKey];
[arch finishDecoding];
return scene;
}
#end
This is the part that handles the sks. Using the file is totally optional, you aren't forced to do it and it really has no impact on you setting up your scene. However, if you do want to work with it, then you'll find that you'll need to work with this code snippet.
Both options are correct. Said that, the init method is not actually the same than the didMoveToView: method, as this last one will be called once the SKScene is presented in a SKView.
In the main ViewController class usually called 'GameViewController' there's this part in the code that can use 'GameScene' classes and you can add Nodes or Labels. This is the part in 'GameViewController.m'
- (void)viewDidLoad
{
[super viewDidLoad];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = YES;
// Create and configure the scene.
GameScene *scene = [GameScene unarchiveFromFile:#"GameScene"];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
I created another UIViewController class called 'ViewController' and a SKScene class called 'testSceneClass'. I tried doing this in 'ViewController.m' class:
- (void)viewDidLoad
{
[super viewDidLoad];
//[ViewController addChild: test];
// Configure the view.
SKView * skView = (SKView *)self.view;
skView.showsFPS = YES;
skView.showsNodeCount = YES;
/* Sprite Kit applies additional optimizations to improve rendering performance */
skView.ignoresSiblingOrder = YES;
// Create and configure the scene.
testSceneClass *scene = [testSceneClass unarchiveFromFile:#"testSceneClass"];
scene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:scene];
}
But it gives me the error "No known class method for selector 'unarchiveFromFile'" And I copied pretty much everything from the SKScene and UIViewController so I don't know what is wrong. But when I run it, it crashes and this is the reason:
reason: '-[UIView setShowsFPS:]: unrecognized selector sent to
instance
When I add a Exception Breakpoint it showed up on this line.
skView.showsFPS = YES;
Then when I comment it, it shows a error on the next line, you can look at it in the 'ViewController.m' file I showed above. After I commented all those, an error showed up on this line:
NSData *data = [NSData dataWithContentsOfFile:nodePath
options:NSDataReadingMappedIfSafe
error:nil];
and so on...
Any help?? (Sorry I added so much lol)
I'm using the root viewcontroller to display a couple of labels to keep track of scores etc, which is working fine. However, the root viewcontroller is not responding to messages from the scene right away when the scene is loaded.
The situation is this: UIViewController presents SKView where I initialize MyScene on top of that (normal SpriteKit stuff). Immediately in MyScene I load the level from a json-file, which contains the number of possible points on that specific level. When the level is done loaded, I try to send the number of possible points back to my root viewcontroller, so it can display it in a label.
I've tried setting a property myScene.mainViewController = self from the viewWillLayoutSubviews on ViewController, and then just [self.mainViewController setInitialScore:_bgLayer.maxScore];, but the method setInitialScore never fires. I've also tried using the NSNotificationCenter, but this does not work either.
However, I call a method in self.mainViewController whenever the player collects a point (which happens a little bit later), and that works fine. So the problems seems to be that the ViewController is not done loading or something, so it doesn't respond right away.
How could I solve this?
EDIT 1:
Here's some code by request:
ViewController.m
- (void)viewWillLayoutSubviews {
[super viewWillLayoutSubviews];
SKView *skView = (SKView *)self.view;
if (!skView.scene) {
skView.showsFPS = YES;
skView.showsNodeCount = YES;
// Create and configure the scene.
MyScene* scene = [MyScene sceneWithSize:skView.bounds.size];
scene.scaleMode = SKSceneScaleModeAspectFill;
scene.mainViewController = self;
// Present the scene.
[skView presentScene:scene];
self.numLives = bStartNumLives;
self.score = 0;
[self resetLabels];
[[NSNotificationCenter defaultCenter] addObserver:self selector:#selector(setInitialRings:) name:#"setInitialRings" object:nil];
}
}
- (void)setInitialRings:(NSNotification *)notification {
NSLog(#"Initial rings set");
NSDictionary *userInfo = [notification userInfo];
NSInteger rings = [(NSNumber *)[userInfo objectForKey:#"rings"] integerValue];
self.numRings = rings;
[self resetLabels];
}
MyScene.m
- (void)createWorld {
_bgLayer = [self createScenery];
NSLog(#"world created setting initial rings");
NSDictionary *userInfo = [NSDictionary dictionaryWithObject:[NSNumber numberWithInteger:_bgLayer.numRings] forKey:#"rings"];
[[NSNotificationCenter defaultCenter] postNotificationName:#"setInitialRings" object:userInfo];
_worldNode = [SKNode node];
[_worldNode addChild:_bgLayer];
[self addChild:_worldNode];
self.anchorPoint = CGPointMake(0.5, 0.5);
_worldNode.position = CGPointMake(-_bgLayer.layerSize.width / 2, -_bgLayer.layerSize.height / 2);
}
As you can see from this snippet of code, I'm trying to use the NSNotificationCenter. I've also tried calling [self.mainViewController setInitialRings:_bgLayer.numRings]; manually (but changing the setInitialRings-method to take an integer instead of a notification).
I am having an error with my code, I am having an issue with my code, So I have a settings bundle that defines whether SpriteKit shows the Nodes and FPS in the scene and this code works, it just when I run it in the simulator it gets an problem at the last line and says it has a problem with the view controller running theScene and doesnt load my scene but when I am in the simulator I can click on the app and it runs all fine, I have no idea what the problem is?
And also, is there a way to reset whether the skView shows the FPS count, when I go back into the app from the homescreen (while the app is running)?
- (void)startScene
{
SKView *skView = (SKView *)self.view;
if(!skView.scene)
{
NSUserDefaults *defaults = [NSUserDefaults standardUserDefaults];
BOOL statsForNerds = [defaults boolForKey:#"myKeyName"];
if (statsForNerds)
{
skView.showsFPS = YES;
skView.showsNodeCount = YES;
}
else
{
skView.showsFPS = NO;
skView.showsNodeCount = NO;
}
MyScene *theScene = [MyScene sceneWithSize:skView.bounds.size];
theScene.scaleMode = SKSceneScaleModeAspectFill;
// Present the scene.
[skView presentScene:theScene];
}
} //Here's the problem line (According to Xcode)
That is not an error, Xcode hit a breakpoint that you set.
A breakpoint stops execution of the running program before the highlighted line is executed, allowing you to see the values of variables and step through code to debug. See: https://developer.apple.com/library/ios/recipes/xcode_help-source_editor/Creating,Disabling,andDeletingBreakpoints/Creating,Disabling,andDeletingBreakpoints.html
I want to load a Cocos3D Scene inside a UIViewController. Currently I have integrate Cocos3D in to my normal iOS project. How can I load Cocos3D scene on to RootViewController's view.
I found a way of using EAGLView. But I do not have a clue about EAGLView and CCDirector. Heres the code currently Im trying.
Is there any other way to do it? Please let me know
- (void)viewDidLoad
{
[super viewDidLoad];
// Do any additional setup after loading the view from its nib.
CCDirector * director = [CCDirector sharedDirector];
[self.view addSubview:[director openGLView]];
cc3Layer = [LR3DLayer layerWithColor:ccc4(100, 100, 100, 255) width:768 height:960];
[cc3Layer scheduleUpdate];
world = [LR3DScene scene];
cc3Layer.cc3Scene = world;
scene = [CCScene node];
[scene addChild: (ControllableCCLayer*)cc3Layer];
if([director runningScene])
[director replaceScene:scene];
else
[director runWithScene:scene];
}
Follow the examples in the AppDelegate implementations in the cocos3d CC3DemoMashUp demo app, or the cocos3d hello, world template app.
cocos3d requires you to use a subclass of CC3UIViewController. The controller will automatically create and use the required CC3GLView view.