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iossprite-kitskshapenode

SKShapeNode consuming too much memory and slowing down animation -Spritekit iOS


I am using SKShapeNode to to create a mountain like object . I use CGMutablePathRef to give the points to my path

SKShapeNode *shapenode = [[SKShapeNode alloc] init];

CGMutablePathRef path = CGPathCreateMutable();
CGPathMoveToPoint(path, NULL, 0, 0);
......
for (int i = 0; i < [refData count];i++) {


    CGPathAddLineToPoint(path, NULL, ((float)i/[refData count])*screenWidthBoundry,      [[refData objectAtIndex:i] doubleValue]);
}


CGPathAddLineToPoint(path, NULL, screenWidthBoundry, 0);
CGPathAddLineToPoint(path, NULL, 0, 0);

shapenode.path = path;
shapenode.antialiased = YES;
shapenode.fillColor = [SKColor colorWithRed:17.0/255.0 green:108.0/255.0 blue:125.0/255.0 alpha:1.0];
//shapenode.strokeColor = [UIColor clearColor];

shapenode.lineWidth = 1.0f;

shapenode.physicsBody = [SKPhysicsBody bodyWithEdgeChainFromPath:path];

shapenode.physicsBody.affectedByGravity = NO;
shapenode.physicsBody.categoryBitMask = CollisionTypeMountain;
shapenode.physicsBody.collisionBitMask = 0;
shapenode.physicsBody.contactTestBitMask = CollisionTypeBird;

CGPathRelease(path);
return shapenode;

My Problem is that SkShapeNode is slowing down the animation on iPhone 4 (runs smoothly on iPad and iPhone 5 but still not 60 fps) and consuming lot of memory. Can I cache skshapnode object to run animation smoothly ? Any Help is appreciated !!


Solution

  • I was running into the same problem with SKShapeNodes consuming too much cpu resources and killing the framerate. Use your SKView's textureFromNode: method to create an SKTexture. Now create an SKSpriteNode with the SKTexture your view generated. This will fix your performance issues.

    Create an SKTexture from an SKShapeNode