I already read tons of stuff but im still having a lot of problems with it.
First i went for the correct Scalemode with in my understading is AspectFit. Here the post i read:
Difference between UIViewContentModeScaleAspectFit and UIViewContentModeScaleToFill?
But even so another post tells to use ResizeFill:
Dealing with different iOS device resolutions in SpriteKit
The problem with that is that the SKScene on Ipad only get 1/10 of the screen, it looks like i need to make 2 separate SKScene, one for Ipads and another for Iphone.
But still for Ipad i get 2 black lines on top and bottom of the screen. Then i saw this post:
viewWillLayoutSubviews in Swift
What im using to change views is this code:
override func touchesBegan(touches: Set<UITouch>, withEvent event: UIEvent?) {
let scene = Level(fileNamed: "Level")
scene!.scaleMode = .AspectFit
let transition = SKTransition.fadeWithDuration(0.5)
self.view?.presentScene(scene!, transition: transition)
}
What are the correct practices when using SKScene for an universal app? Im already using Atlas to get @x1, @x2 and @3 images. My SKScene size is 480x320, from what i read is the best size to build an universal app.