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I have a standard SpriteKit hierarchy: my UIViewController contains a SKView, which is presenting my SKScene. I want to be able to blur everything out when pausing my scene, so I'm adding a UIVisualEffectView with a UIBlurEffect as a subview of my SKView. This applies the lightness/darkness part of the UIBlurEffect (so I know I'm setting the frame properly), but fails to actually blur any of the nodes in my scene. iOS 8 bug, or developer error?

flatpickles
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1 Answers1

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I found a way to do this. When you initialize your scene, in your GameViewVontroller, pass your skView along. Then in your GameScene.swift you can do it as follows:

        var visualEffectView = UIVisualEffectView(effect: UIBlurEffect(style: .Dark)) as UIVisualEffectView

    visualEffectView.frame = myView.bounds

    myView.addSubview(visualEffectView)