I built a Sprite Sheet using TexturePacker and am then loading it in my app:
CCSpriteFrameCache::sharedSpriteFrameCache()->addSpriteFramesWithFile( "animation_s4.plist" );
But, when I do this, I get the following error:
Cocos2d: cocos2d: CCSpriteFrameCache: Trying to use file animation_s4.png as texture
Cocos2d: cocos2d: CCSpriteFrameCache: Couldn't load texture
This is in Cocos2d-x
and XCode
(but don't want to have the issue when I build the Android version too), but I cannot figure out why it can't load my texture. My sprite is a .png file.
Does anyone know what could be the cause of this?
When rebuilding sprite sheets, adding/changing resources one should remove the Derived Data
folder to ensure that XCode starts from zero and pulls in fresh copies of all Resources.