this is my third attempt of trying to solve the problem with the delay of runAction with completion.
Iv'e done some testing and gotten this far. I hope someone can tell me if there is some setting or other that creates this delay.
I started a new sprite kit project and added this. It works great. Smooth movement.
But when I add a "hero" node and this code into my existing project it stops for a millisecond between the action and the completion.
Is there anyone that knows why?
-(void)loopTest {
SKAction *move = [SKAction moveTo:CGPointMake(hero.position.x+32, hero.position.y) duration:0.7];
[hero runAction:move completion:^{
[self loopTest];
}];
}
I rebuilt the app from scratch (time consuming...) but the problem was presentScene..
I used ResizeFill instead of AspectFill.. When I changed it, no more freezing problems.