I am having an issue when creating a SpriteKit
scene within SwiftUI
. I created this project initially as a SwiftUI
project.
Here is the code I have so far:
ContentView.swift:
/// Where the UI content from SwiftUI originates from.
struct ContentView : View {
var body: some View {
// Scene
SceneView().edgesIgnoringSafeArea(.all)
}
}
SceneView.swift:
/// Creates an SKView to contain the GameScene. This conforms to UIViewRepresentable, and so can be used within SwiftUI.
final class SceneView : SKView, UIViewRepresentable {
// Conformance to UIViewRepresentable
func makeUIView(context: Context) -> SKView {
print("Make UIView")
return SceneView(frame: UIScreen.main.bounds)
}
func updateUIView(_ uiView: SKView, context: Context) {
print("Update UIView")
}
// Creating scene
override init(frame: CGRect) {
super.init(frame: frame)
let scene = Scene(size: UIScreen.main.bounds.size)
presentScene(scene)
}
required init?(coder: NSCoder) {
fatalError("init(coder:) has not been implemented")
}
}
Scene.swift:
/// The scene for the game in SpriteKit.
final class Scene : SKScene {
override func didMove(to view: SKView) {
super.didMove(to: view)
print("Scene didMove:")
}
}
The problem is that the scene is reloading multiple times, as shown by the logs (because there are print
s in the code):
Scene didMove:
Make UIView
Scene didMove:
Update UIView
As you can see, Scene didMove:
is printed twice. I only want this to be called once, as I want to create my sprites here. Any ideas?
There is now a native view responsible for displaying a SKScene
- it's called SpriteView
.
Assuming we have a simple SKScene
:
class Scene: SKScene {
...
}
we can use a SpriteView
to display it directly in a SwiftUI view:
struct ContentView: View {
var scene: SKScene {
let scene = Scene()
scene.size = CGSize(width: 300, height: 400)
scene.scaleMode = .fill
return scene
}
var body: some View {
SpriteView(scene: scene)
.frame(width: 300, height: 400)
.edgesIgnoringSafeArea(.all)
}
}
You can find more information here: