Are my assets set up to add to the draw of the draw?

The next question was about performance assets.

Merging or aligning background nodes to improve game performance?

β€œMake sure your atlas is not broken in a way that adds to the draw.”

"If you use xcassets to execute your current atlas, I would recommend returning to the regular .atlas folder until the apple fixes the error inside xcassets, causing the drawing counter to increase sharply."

-Knight0fDragon

I am trying to improve performance. I am currently using Xcode Version 9.0.1 (9A1004). My assets are set up as follows.

enter image description here enter image description here

So, I tried following this advice by renaming my .xcassets folders

eg. enter image description here

However, this made my game go from

Icon before changing to .atlas enter image description here

Gameplay before changing to .atlas enter image description here

Icon after changing to .atlas enter image description here

Gameplay after changing to .atlas enter image description here

How is it not easy to fix ...

  • I wonder ... How and why you can set up your atlases so that they are "broken in such a way as to add a draw counter."

  • How do I convert my assets so that I cheat Apple error?

0
sprite-kit xcode9 xcasset
source share

No one has answered this question yet.

See similar questions:

8
Merging or aligning background nodes to improve game performance?

or similar:

nineteen
SpriteKit Texture Atlas vs Image xcassets
12
Key iOS9 performance issues with Sprite Kit
4
Assets cannot be found
2
An easy way to figure out what a SpriteKit draw counter draws
one
Unexpected SpriteKit drawing results
one
SpriteKit SKAction animateWithTextures using Texture Atlasing
one
Using a sprite atlas, texture atlas, or asset catalog in SpriteKit projects
one
Problems with batch drawing with satin files and SpriteKit
0
SpriteKit Performance Reset on SKTextureAtlas Purge
0
How to optimize drawing from large SKTextureAtlas files with preload?

All Articles