Search code examples
xcodeswiftsprite-kitskspritenodeskscene

Using custom SKNodes in spritekit scene editor


I want to create a level using my custom subclasses of SKNode. I tried adding an SKNode to the scene editor and using the "Custom Class" tab give the class that I want it to be but that did absolutely nothing. The node would still be empty and nothing would show when I run the simulator. Also, to make sure that the class actually works, I added an instance of it to the scene programmatically to see if it shows and it does.

How do I add my custom nodes to the scene through the scene editor?

Here's my custom class code:

class Player: SKSpriteNode {
    required init?(coder aDecoder: NSCoder) {
        super.init(coder: aDecoder)
        print("Test")
        self.addChild(SKSpriteNode(imageNamed: "Player.png"))
    }
}

Solution

  • There are two things you need to do:

    1) When setting the Custom Class you have to prefix the class name with your app's name; My_App_Name.MyClass for example, where _ represents a space.

    2) Your SKNode subclass needs to implement required init?(coder aDecoder: NSCoder).


    For example, in my project called 'MyGame':

    enter image description here

    class MyNode: SKSpriteNode {
        // Set this after the node has been initaliser by init(coder:)
        var someStat: Int = 0
    
        required init?(coder aDecoder: NSCoder) {
            super.init(coder: aDecoder)
            // To check it worked:
            print("Yup, all working")
        }
    }