SKSpriteNode pools in iOS 8 seem to be allocated to overlapping memory

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野趣味
野趣味 2021-01-14 01:11

I might be missing something. But my current app on the appstore works in iOS 7, but in iOS 8 completely fails because it won\'t create a preallocated pool of sprites. They

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  • 2021-01-14 02:08

    Thanks to Josh for the direction on how to solve this new bump in the road.

    I subclassed SKSpriteNode, overriding -isEqual and -hash, to both be what my best guess at the NSObject implementation is. Then just did a Find/Replace All in Project for "SKSpriteNode" for my subclass name, and all is back to it was in the iOS 7 build:

    -(BOOL)isEqual:(id)object{
    
        return self == object;
    }
    
    - (NSUInteger)hash
    {
        return (NSUInteger)self;
    }
    
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