One satin with one texture
Put all your assets in one Sprite Atlas. If they do not fit, try at least putting all the assets of the same scene in one Sprite atlas
Preload
If you want, you can preload the texture atlas into memory using this code
SKTextureAtlas(named: "YourTextureAtlasName").preloadWithCompletionHandler {
Automatic caching
You do not need to keep a link to the texture atlas; SpriteKit has an internal caching system. Let it do the job.
What name should I use to link to my image?
Forget the image file name, the name that you assign to the image in the Asset Catalog is the only name you need.

How to create a sprite from an image in a texture atlas?
let texture = SKTextureAtlas(named:"croc").textureNamed("croc_walk01") let croc = SKSpriteNode(texture: texture)
Luca angeletti
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