I recently made a game using sprite kit xcode 10.2 which was working fine unless ios 13 update, I tested the game in xcode 11 simulators with ios 13 the fps of the game starts to get reduce to 30-35fps. Also, sometimes physics body on sprite nodes is not working properly. sometimes collision is detected on sprite nodes and sometimes it is being detected in middle of the sprite node which was not the case in ios 12 everything was working fine until ios 13 update.
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ios 13 most likely requires more resources. Test on hardware before presenting problems in SO, the lag caused by the simulator could be causing a lot of your problems
- Knight0fDragon
I tested the game on iphone 6s it was working fine with no fps drop but after ios 13 update its causing issues and fps are droping to 35-35fps
- Wajahat Ali
Are you using a physics body created from a texture? I'm having issues with that in iOS 13, where the body is not the same as in earlier iOS versions.
- 0x141E
Something is definitely broken with textures and physics bodies in iOS 13. Here's the same game under iOS 12 vs iOS 13: example
- bg2b
Sigh, spoke too soon. 13.2 is failing for me with "PhysicsBody: Could not create physics body." That's when the sprite is in an atlas. Outside of the atlas it works, but that's not feasible for us since it blows the number of draws. Maybe there's some issue with the Xcode 11.2 beta and sprite atlases. I tried build cleaning and making a new atlas with just the sprites that need conforming bodies, but no luck.
- bg2b