Sample SwiftUI / SpriteKit Xcode 13 project showing a simple ContentView
that displays a SpriteView
using a SceneStore
manager with an @EnvironmentObject var sceneStore: SceneStore
property.
The ContentView
has a "Restart" button that should recreate the SKScene
when pressed. The SKScene
gets recreated inside the SceneStore
and the ContentView
's Text
view (with the new time assigned to the name
property of the scene), but the SpriteView
doesn't change the scene.
It seems that the SpriteView
keeps the initial scene in memory, and doesn't let it go to replace it with the new scene. This can be seen in the Console, by hitting the Restart button twice and looking for something like "-- Scene 7:49:44 PM deinit --":
- on first press, a second scene is created but the first scene doesn't get deinitialized because it is held by the SpriteView
- on second press, a third scene is created, the second scene gets deinitialized from the
SceneStore
, but the first scene is still inside the SpriteView
The updates from the @Published var updates = 0
property inside the scene also stop (at the top of the screen), because the new scene that gets created is not added into the view, so the SKScene.didMove(to view:)
method is never called, thus the updates
property is 0.
The "Paused:" button shows a similar problem with the SpriteView not updating when the state changes.
Related questions:
- Stackoverflow: SpriteView doesn't pause scene on state change
- Apple Dev Forums: SpriteView doesn't pause scene on state change
All the code is in ContentView.swift:
import SwiftUI
import SpriteKit
class GameScene: SKScene, ObservableObject {
@Published var updates = 0
private let label = SKLabelNode(text: "Updates in SKScene:\n0")
override func didMove(to view: SKView) {
addChild(label)
label.numberOfLines = 4
label.position = CGPoint(x: 0, y: -100)
}
override func update(_ currentTime: TimeInterval) {
updates += 1
label.text = "Updates in SKScene:\n\(updates)\nScene created at:\n\(name!)"
}
deinit {
print("-- Scene \(name!) deinit --")
}
}
class SceneStore : ObservableObject {
@Published var currentScene: GameScene
init() {
currentScene = SceneStore.createScene()
}
func restartLevel() {
currentScene = SceneStore.createScene()
}
// MARK: - Class Functions
static private func createScene() -> GameScene {
let scene = GameScene()
scene.size = CGSize(width: 300, height: 400)
scene.anchorPoint = CGPoint(x: 0.5, y: 0.5)
scene.scaleMode = .fill
scene.name = Date().formatted(date: .omitted, time: .standard)
return scene
}
}
struct ContentView: View {
@EnvironmentObject private var sceneStore: SceneStore
@EnvironmentObject private var scene: GameScene
@State private var paused = false
var body: some View {
if #available(iOS 15.0, *) {
print(Self._printChanges())
}
return ZStack {
SpriteView(scene: scene, isPaused: paused).ignoresSafeArea()
VStack {
Text("Updates from SKScene: \(scene.updates)").padding().foregroundColor(.white)
Text("Scene created at: \(scene.name!)" as String).foregroundColor(.white)
Button("Restart") {
sceneStore.restartLevel()
}.padding()
Button("Paused: \(paused)" as String) {
paused.toggle()
}
Spacer()
}
}
}
}