Questions tagged [skemitternode]

A SKEmitterNode object is a node that automatically creates and renders small particle sprites. Particle sprites are privately owned by Sprite Kit—your game cannot access the generated sprites. For example, this means you cannot add physics shapes to particles. Emitter nodes are often used to create smoke, fire, sparks, and other particle effects. Available in iOS 7.0 and later.

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How to add particle effects to an iOS App that is not a game using iOS 7 SpriteKit Particle?

I need to add a rain particle effect to my app, I have been having a tough time finding ways to actually execute this idea. I tried following this CALayer approach tutorial : Link but I am not quite sure if this is the best approach, considering…
vzm
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Duplicating a particle emitter effect in Sprite Kit

I need to have a particle emitters effects to appear duplicated in 2 spots (For split screen purposes), I am wondering if anybody has come across a way of doing this. My goal is to have this running on iOS 10. Here is what I have tried so…
Knight0fDragon
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How do you stop a particle effect? (SKEmitterNode)

I currently have this code in a collide statement where if collide with object then this particle happens but how do I stop it? As it goes on forever whereas I only want to happen a couple of times per contactetc SKEmitterNode *emitter = …
John B
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Making a particle follow a path in spriteKit

I have created a particle and when I test it moving on Xcode's property window, it looks like this: I have added this particle to a scene, made a circle and forced the particle to run that circle using this: NSString *myParticlePath =…
Duck
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Unable to pause SKEmitterNode in iOS9

I've tried few workarounds, but still I can't pause existing particles on iOS9. I am using following technique to pause the scene: pause the scene with self.paused = YES; set custom globalPause = YES; variable to control update: method execution…
Whirlwind
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Node's path particle effect with SpriteKit

I'm working with Swift, Sprite Kit and Xcode 6, I would like to create a particle effect in SpriteKit a little bit like the particles effects of the balls in the iOS game named "Duet", but I don't know how to proceed, I managed to create a particle…
Drakalex
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SpriteKit Particle Emitter Multi Image

I'm trying to use SKSprite Particle Emitter with Swift. But I want use a number of different textures in my emitter. Is it possible to: have many images, and, have the emitter use the images randomly, instead of using only one image? Thanks
gabrielpf
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How to achieve this animation with Spritekit?

Question: How to achieve this animation with Spritekit? What I've done: Problem: 1) I can draw all four petals,but once I lift my finger to draw the circle, it will still create a line from the previous point where I lift my finger to the new…
user1872384
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how to add particles using SpriteKit in iOS7

I'd like to add a particle to my SpriteKit app, but I can't find how to do it. I'm able to create using the particle editor, but how do I add them to my view? Thanks a lot in advance!
noloman
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SKEmitterNode gap when paused/unpaused

Whenever my SKEmitterNode is paused/unpaused (like when the app is backgrounded/foregrounded), there is an unnatural gap in the particles. All of the particles that should have been moving while paused seem to get stacked up and released when it's…
mikedave
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Creating a trail with SKEmitterNode and particles in SpriteKit

I am trying to make it so a particle I made follows the player whenever the player is moved. The effect I am trying to replicate is like when you are on a website and they have some sort of set of objects following your mouse. I tried to do this by…
EvilAegis
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Have particle emitter trail follow finger path in spriteKit

I have created a particle emitter in Xcode that has quite a lengthy trail. When i move it inside of the particle generator it leaves a trail following my mouse path. some background info on my goal: In my spriteKit game the user drags their finger…
Ron Myschuk
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Specify random particle start colour with no animated change?

Is there a way to have particles spawn with a random per particle colour based on the current "Color Ramp"? The particles do not change colour over their lifespan, they are simply assigned a colour from somewhere along the "Color Ramp" at birth and…
fuzzygoat
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SKEmitterNode how to maintain same effect with blend mode "add" across different backgrounds

I have a really cool effect that I like that I made using sks files in xcode and the blend mode 'add'. Now I didn't realize it at the time but after looking at the apple docs I saw that the effect is actually based off the background color,…
Minimi
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SKEmitterNode isn't removing itself from parent?

I added SKEmitterNode as a childNode of my mainScene and than expected that It would be removed when particleLifetime ends, described like apple docs. Added emitters like this; var emitterPath : String =…
mert
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