I have SCNScene subclass with a camera setup, that I want to use in all the subclasses.
let scene01 = TheSubclassScene()
let scene02 = TheSubclassScene(named:\"a
I have a workaround for that problem. Not nice but it works. I instantiate a SCNScene(named: "art.scnassets/testScene.scn")
then I instantiate a TheSubclassScene()
and I clone the rootNode of the scene and add it as a child node to the subclass scene.
let testScene = SCNScene(named:"art.scnassets/testScene.scn")!
let subclassScene = TheSubclassScene()
subclassScene.rootNode.addChildNode(testScene.rootNode.clone())
Note: don't give your custom subclass a name starting with "SCN"; that prefix is for Apple.
The only difference I can see is calling SCNSceneSubclass(named:)
vs SCNSceneSubclass()
. Without seeing your code, my hunch is that your implementation of SCNSceneSubclass(named:)
does not call through to your subclass's initialization, and thus misses some key steps.
Can we see a bit of your subclass's source code?
.scn
files are just SCNScene
instances archived and written to disk using NSKeyedArchiver
. What + sceneNamed:
does is that it simply unarchives the scene with a NSKeyedUnarchiver
.
What you could do then, is to try to use - setClass:forClassName:
to instantiate a subclass instead of a SCNScene
.
That being said, SCNScene
is not really meant to be subclassed. Instead you could implement your logic in the view controller or a game controller (possibly a direct subclass of NSObject
). This controller will also likely conform to SCNSceneRendererDelegate
to implement your game logic.