I'm experimenting with Swift and Scenekit. Building a Mac OS X app. It seems quite easy to get a 3d-scene working. But what is scene without some kind of 2D hi-score, radar display, speed indicator, etc? I would expect a SpriteKit-scene to seamlessly integrate into a SceneView but I don't find the documentation very clear about this..
The most obvious and only way I can think of is to position a SKView over a SceneView and render each separately. But is there a more elegant way?
try
scnView.overlaySKScene = aSKScene;
(see SCNSceneRenderer.h) This is the recommended way. An alternative way is to make the SCNView layer backed and add child views or layers (but this is less efficient).
To create a HUD, do something like the following:
// SKContainerOverlay is a class which inherits from SKScene
SKContainerOverlay *skContainerOverlay = [[SKContainerOverlay alloc] initWithSize:self.sceneView.bounds.size];
self.sceneView.overlaySKScene = skContainerOverlay;
self.sceneView.overlaySKScene.hidden = NO;
self.sceneView.overlaySKScene.scaleMode = SKSceneScaleModeResizeFill; // Make sure SKScene bounds are the same as our SCNScene
self.sceneView.overlaySKScene.userInteractionEnabled = YES;
You can create all your SKLabelNode
objects inside the custom SKContainerOverlay
class.
As @Toyos said above, you can use
scnView.overlaySKScene = aSKScene
to superimpose the SKScene on your SCNView.
However, when I tried this in Swift, I found that the overlaySKScene
property only becomes visible if you include an import SpriteKit
statement.
As @Toyos answered, it is simple to day using scnView.overlaySKScene
. If you want an example you can check how Apple did it in their Bananas demo.
来源:https://stackoverflow.com/questions/24419193/how-do-i-create-a-hud-on-top-of-my-scenekit-scene