GKScene does not load entity-components through SKReferenceNodes
| Originator: | kevin | ||
| Number: | rdar://29091161 | Date Originated: | 11/3/2016 |
| Status: | Open | Resolved: | |
| Product: | iOS SDK | Product Version: | 10.1 |
| Classification: | Serious Bug | Reproducible: | Always |
A scene loaded using GKScene(fileNamed:) does build/load entities and components from scenes referenced through SKReferenceNodes. Reproduction Steps: 1. Open attached project (using the base game template, create a sample component that adds the pulse animation action, rigged it to a Green SKSpriteNode in the GameScene, created an additional scene containing a Red SKSpriteNode with the same sample component, and used that scene as a reference node in GameScene) 2. Run the project Expected: Both Green (local node) and Red (referenced node) boxes should be pulsing. Actual: Only the Green box pulses. Notes: Loading the referenced scene instead of the GameScene confirms that the Red box is configured properly, as it does pulse in that manner. Print statements are added in the sample component's didAddToEntity() that confirms only one component is created when loading the GameScene, where the expectation is that two would be.
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