By pre-setting up strong SKAction
s for all my in game animations is the actual image data cached by Sprite Kit for future use. What I am trying to understand is if I setup all my animation as retained SKAction
s is there any point in also preloading the SKTextureAtlas
that they originally came from, my thinking is no as the images for the SKAction
s are already loaded in memory?
for(NSUInteger index=1; index<=15; index++) {
NSString *image = [NSString stringWithFormat:@"Drone_FLYING_%04ld", (long)index];
SKTexture *texture = [SKTexture textureWithImageNamed:image];
[[self framesDroneFlying] addObject:texture];
}
[self setDroneFlyAction:[SKAction animateWithTextures:[self framesDroneFlying] timePerFrame:DRONE_FLY_SPEED]];
I am guessing at this from the Apple Adventure Example, which although the authors use lots of SKTextureAtlas
(es) they don't do a single preloadTextureAtlases
in any of the code.