Skillshub axiom-spritekit
Use when building SpriteKit games, implementing physics, actions, scene management, or debugging game performance. Covers scene graph, physics engine, actions system, game loop, rendering optimization.
git clone https://github.com/ComeOnOliver/skillshub
T=$(mktemp -d) && git clone --depth=1 https://github.com/ComeOnOliver/skillshub "$T" && mkdir -p ~/.claude/skills && cp -r "$T/skills/CharlesWiltgen/Axiom/axiom-spritekit" ~/.claude/skills/comeonoliver-skillshub-axiom-spritekit && rm -rf "$T"
skills/CharlesWiltgen/Axiom/axiom-spritekit/SKILL.mdSpriteKit Game Development Guide
Purpose: Build reliable SpriteKit games by mastering the scene graph, physics engine, action system, and rendering pipeline iOS Version: iOS 13+ (SwiftUI integration), iOS 11+ (SKRenderer) Xcode: Xcode 15+
When to Use This Skill
Use this skill when:
- Building a new SpriteKit game or interactive simulation
- Implementing physics (collisions, contacts, forces, joints)
- Setting up game architecture (scenes, layers, cameras)
- Optimizing frame rate or reducing draw calls
- Implementing touch/input handling in a game
- Managing scene transitions and data passing
- Integrating SpriteKit with SwiftUI or Metal
- Debugging physics contacts that don't fire
- Fixing coordinate system confusion
Do NOT use this skill for:
- SceneKit 3D rendering (
)axiom-scenekit - GameplayKit entity-component systems
- Metal shader programming (
)axiom-metal-migration-ref - General SwiftUI layout (
)axiom-swiftui-layout
1. Mental Model
Coordinate System
SpriteKit uses a bottom-left origin with Y pointing up. This differs from UIKit (top-left, Y down).
SpriteKit: UIKit: ┌─────────┐ ┌─────────┐ │ +Y │ │ (0,0) │ │ ↑ │ │ ↓ │ │ │ │ │ +Y │ │(0,0)──→+X│ │ │ │ └─────────┘ └─────────┘
Anchor Points define which point on a sprite maps to its
position. Default is (0.5, 0.5) (center).
// Common anchor point trap: // Anchor (0, 0) = bottom-left of sprite is at position // Anchor (0.5, 0.5) = center of sprite is at position (DEFAULT) // Anchor (0.5, 0) = bottom-center (useful for characters standing on ground) sprite.anchorPoint = CGPoint(x: 0.5, y: 0)
Scene anchor point maps the view's frame to scene coordinates:
— scene origin at bottom-left of view (default)(0, 0)
— scene origin at center of view(0.5, 0.5)
Node Tree
Everything in SpriteKit is an
SKNode in a tree hierarchy. Parent transforms propagate to children.
SKScene ├── SKCameraNode (viewport control) ├── SKNode "world" (game content layer) │ ├── SKSpriteNode "player" │ ├── SKSpriteNode "enemy" │ └── SKNode "platforms" │ ├── SKSpriteNode "platform1" │ └── SKSpriteNode "platform2" └── SKNode "hud" (UI layer, attached to camera) ├── SKLabelNode "score" └── SKSpriteNode "healthBar"
Z-Ordering
zPosition controls draw order. Higher values render on top. Nodes at the same zPosition render in child array order (unless ignoresSiblingOrder is true).
// Establish clear z-order layers enum ZLayer { static let background: CGFloat = -100 static let platforms: CGFloat = 0 static let items: CGFloat = 10 static let player: CGFloat = 20 static let effects: CGFloat = 30 static let hud: CGFloat = 100 }
2. Scene Architecture
Scale Mode Decision
| Mode | Behavior | Use When |
|---|---|---|
| Fills view, crops edges | Full-bleed games (most games) |
| Fits in view, letterboxes | Puzzle games needing exact layout |
| Stretches to fill | Almost never — distorts |
| Matches view size exactly | Scene adapts to any ratio |
class GameScene: SKScene { override func sceneDidLoad() { scaleMode = .aspectFill // Design for a reference size, let aspectFill crop edges } }
Camera Node Pattern
Always use
SKCameraNode for viewport control. Attach HUD elements to the camera so they don't scroll.
let camera = SKCameraNode() camera.name = "mainCamera" addChild(camera) self.camera = camera // HUD follows camera automatically let scoreLabel = SKLabelNode(text: "Score: 0") scoreLabel.position = CGPoint(x: 0, y: size.height / 2 - 50) camera.addChild(scoreLabel) // Move camera to follow player let follow = SKConstraint.distance(SKRange(constantValue: 0), to: playerNode) camera.constraints = [follow]
Layer Organization
// Create layer nodes for organization let worldNode = SKNode() worldNode.name = "world" addChild(worldNode) let hudNode = SKNode() hudNode.name = "hud" camera?.addChild(hudNode) // All gameplay objects go in worldNode worldNode.addChild(playerSprite) worldNode.addChild(enemySprite) // All UI goes in hudNode (moves with camera) hudNode.addChild(scoreLabel)
Scene Transitions
// Preload next scene for smooth transitions guard let nextScene = LevelScene(fileNamed: "Level2") else { return } nextScene.scaleMode = .aspectFill let transition = SKTransition.fade(withDuration: 0.5) view?.presentScene(nextScene, transition: transition)
Data passing between scenes: Use a shared game state object, not node properties.
class GameState { static let shared = GameState() var score = 0 var currentLevel = 1 var playerHealth = 100 } // In scene transition: let nextScene = LevelScene(size: size) // GameState.shared is already accessible view?.presentScene(nextScene, transition: .fade(withDuration: 0.5))
Note: A singleton works for simple games. For larger projects with testing needs, consider passing a
GameState instance through scene initializers to avoid hidden global state.
Cleanup in
:willMove(from:)
override func willMove(from view: SKView) { removeAllActions() removeAllChildren() physicsWorld.contactDelegate = nil }
3. Physics Engine
Bitmask Discipline
This is the #1 source of SpriteKit bugs. Physics bitmasks use a 32-bit system where each bit represents a category.
struct PhysicsCategory { static let none: UInt32 = 0 static let player: UInt32 = 0b0001 // 1 static let enemy: UInt32 = 0b0010 // 2 static let ground: UInt32 = 0b0100 // 4 static let projectile: UInt32 = 0b1000 // 8 static let powerUp: UInt32 = 0b10000 // 16 }
Three bitmask properties (all default to
0xFFFFFFFF — everything):
| Property | Purpose | Default |
|---|---|---|
| What this body IS | |
| What it BOUNCES off | |
| What TRIGGERS delegate | |
The default
of collisionBitMask
means everything collides with everything. This is the most common source of unexpected physics behavior.0xFFFFFFFF
// CORRECT: Explicit bitmask setup player.physicsBody?.categoryBitMask = PhysicsCategory.player player.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.enemy player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy | PhysicsCategory.powerUp enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy enemy.physicsBody?.collisionBitMask = PhysicsCategory.ground | PhysicsCategory.player enemy.physicsBody?.contactTestBitMask = PhysicsCategory.player | PhysicsCategory.projectile
Bitmask Checklist
For every physics body, verify:
set to exactly one categorycategoryBitMask
set to only categories it should bounce off (NOTcollisionBitMask
)0xFFFFFFFF
set to categories that should trigger delegate callbackscontactTestBitMask- Delegate is assigned:
physicsWorld.contactDelegate = self
Contact Detection
class GameScene: SKScene, SKPhysicsContactDelegate { override func didMove(to view: SKView) { physicsWorld.contactDelegate = self } func didBegin(_ contact: SKPhysicsContact) { // Sort bodies so bodyA has the lower category let (first, second): (SKPhysicsBody, SKPhysicsBody) if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask { (first, second) = (contact.bodyA, contact.bodyB) } else { (first, second) = (contact.bodyB, contact.bodyA) } // Now dispatch based on categories if first.categoryBitMask == PhysicsCategory.player && second.categoryBitMask == PhysicsCategory.enemy { guard let playerNode = first.node, let enemyNode = second.node else { return } playerHitEnemy(player: playerNode, enemy: enemyNode) } } }
Modification rule: You cannot modify the physics world inside
didBegin/didEnd. Set flags and apply changes in update(_:).
var enemiesToRemove: [SKNode] = [] func didBegin(_ contact: SKPhysicsContact) { // Flag for removal — don't remove here if let enemy = contact.bodyB.node { enemiesToRemove.append(enemy) } } override func update(_ currentTime: TimeInterval) { for enemy in enemiesToRemove { enemy.removeFromParent() } enemiesToRemove.removeAll() }
Body Types
| Type | Created With | Responds to Forces | Use For |
|---|---|---|---|
| Dynamic volume | , , | Yes | Players, enemies, projectiles |
| Static volume | Dynamic body + | No (but collides) | Platforms, walls |
| Edge | , | No (boundary only) | Screen boundaries, terrain |
// Screen boundary using edge loop physicsBody = SKPhysicsBody(edgeLoopFrom: frame) // Texture-based body for irregular shapes guard let texture = enemy.texture else { return } enemy.physicsBody = SKPhysicsBody(texture: texture, size: enemy.size) // Circle for performance (cheapest collision detection) bullet.physicsBody = SKPhysicsBody(circleOfRadius: 5)
Tunneling Prevention
Fast-moving objects can pass through thin walls. Fix:
// Enable precise collision detection for fast objects bullet.physicsBody?.usesPreciseCollisionDetection = true // Make walls thick enough (at least as wide as fastest object moves per frame) // At 60fps, an object at velocity 600pt/s moves 10pt/frame
Forces vs Impulses
// Force: continuous (applied per frame, accumulates) body.applyForce(CGVector(dx: 0, dy: 100)) // Impulse: instant velocity change (one-time, like a jump) body.applyImpulse(CGVector(dx: 0, dy: 50)) // Torque: continuous rotation body.applyTorque(0.5) // Angular impulse: instant rotation change body.applyAngularImpulse(1.0)
4. Actions System
Core Patterns
// Movement let move = SKAction.move(to: CGPoint(x: 200, y: 300), duration: 1.0) let moveBy = SKAction.moveBy(x: 100, y: 0, duration: 0.5) // Rotation let rotate = SKAction.rotate(byAngle: .pi * 2, duration: 1.0) // Scale let scale = SKAction.scale(to: 2.0, duration: 0.3) // Fade let fadeOut = SKAction.fadeOut(withDuration: 0.5) let fadeIn = SKAction.fadeIn(withDuration: 0.5)
Sequencing and Grouping
// Sequence: one after another let moveAndFade = SKAction.sequence([ SKAction.move(to: target, duration: 1.0), SKAction.fadeOut(withDuration: 0.3), SKAction.removeFromParent() ]) // Group: all at once let spinAndGrow = SKAction.group([ SKAction.rotate(byAngle: .pi * 2, duration: 1.0), SKAction.scale(to: 2.0, duration: 1.0) ]) // Repeat let pulse = SKAction.repeatForever(SKAction.sequence([ SKAction.scale(to: 1.2, duration: 0.3), SKAction.scale(to: 1.0, duration: 0.3) ]))
Named Actions (Critical for Management)
// Use named actions so you can cancel/replace them node.run(pulse, withKey: "pulse") // Later, stop the pulse: node.removeAction(forKey: "pulse") // Check if running: if node.action(forKey: "pulse") != nil { // Still pulsing }
Custom Actions with Weak Self
// WRONG: Retain cycle risk node.run(SKAction.run { self.score += 1 // Strong capture of self }) // CORRECT: Weak capture node.run(SKAction.run { [weak self] in self?.score += 1 }) // For repeating actions, always use weak self let spawn = SKAction.repeatForever(SKAction.sequence([ SKAction.run { [weak self] in self?.spawnEnemy() }, SKAction.wait(forDuration: 2.0) ])) scene.run(spawn, withKey: "enemySpawner")
Timing Modes
action.timingMode = .linear // Constant speed (default) action.timingMode = .easeIn // Accelerate from rest action.timingMode = .easeOut // Decelerate to rest action.timingMode = .easeInEaseOut // Smooth start and end
Actions vs Physics
Never use actions to move physics-controlled nodes. Actions override the physics simulation, causing jittering and missed collisions.
// WRONG: Action fights physics playerNode.run(SKAction.moveTo(x: 200, duration: 0.5)) // CORRECT: Use forces/impulses for physics bodies playerNode.physicsBody?.applyImpulse(CGVector(dx: 50, dy: 0)) // CORRECT: Use actions for non-physics nodes (UI, effects, decorations) hudLabel.run(SKAction.scale(to: 1.5, duration: 0.2))
5. Input Handling
Touch Handling
// CRITICAL: isUserInteractionEnabled must be true on the responding node // SKScene has it true by default; other nodes default to false class Player: SKSpriteNode { init() { super.init(texture: SKTexture(imageNamed: "player"), color: .clear, size: CGSize(width: 50, height: 50)) isUserInteractionEnabled = true // Required! } override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { // Handle touch on this specific node } }
Coordinate Space Conversion
// Touch location in SCENE coordinates (most common) override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) { guard let touch = touches.first else { return } let locationInScene = touch.location(in: self) // Touch location in a SPECIFIC NODE's coordinates let locationInWorld = touch.location(in: worldNode) // Hit test: what node was touched? let touchedNodes = nodes(at: locationInScene) }
Common mistake: Using
touch.location(in: self.view) returns UIKit coordinates (Y-flipped). Always use touch.location(in: self) for scene coordinates.
Game Controller Support
import GameController func setupControllers() { NotificationCenter.default.addObserver( self, selector: #selector(controllerConnected), name: .GCControllerDidConnect, object: nil ) // Check already-connected controllers for controller in GCController.controllers() { configureController(controller) } }
6. Performance
Performance Priorities
For detailed performance diagnosis, see
axiom-spritekit-diag Symptom 3. Key priorities:
- Node count — Remove offscreen nodes, use object pooling
- Draw calls — Use texture atlases, replace SKShapeNode with pre-rendered textures
- Physics cost — Prefer simple body shapes, limit
usesPreciseCollisionDetection - Particles — Limit birth rate, set finite emission counts
Debug Overlays (Always Enable During Development)
if let view = self.view as? SKView { view.showsFPS = true view.showsNodeCount = true view.showsDrawCount = true view.showsPhysics = true // Shows physics body outlines // Performance: render order optimization view.ignoresSiblingOrder = true }
Texture Atlas Batching
Sprites using textures from the same atlas render in a single draw call.
// Create atlas in Xcode: Assets → New Sprite Atlas // Or use .atlas folder in project let atlas = SKTextureAtlas(named: "Characters") let texture = atlas.textureNamed("player_idle") let sprite = SKSpriteNode(texture: texture) // Preload atlas to avoid frame drops SKTextureAtlas.preloadTextureAtlases([atlas]) { // Atlas ready — present scene }
SKShapeNode Trap
SKShapeNode generates one draw call per instance. It cannot be batched. Use it for prototyping and debug visualization only.
// WRONG: 100 SKShapeNodes = 100 draw calls for _ in 0..<100 { let dot = SKShapeNode(circleOfRadius: 5) addChild(dot) } // CORRECT: Pre-render to texture, use SKSpriteNode let shape = SKShapeNode(circleOfRadius: 5) shape.fillColor = .red guard let texture = view?.texture(from: shape) else { return } for _ in 0..<100 { let dot = SKSpriteNode(texture: texture) addChild(dot) }
Object Pooling
For frequently spawned/destroyed objects (bullets, particles, enemies):
class BulletPool { private var available: [SKSpriteNode] = [] private let texture: SKTexture init(texture: SKTexture, initialSize: Int = 20) { self.texture = texture for _ in 0..<initialSize { available.append(createBullet()) } } private func createBullet() -> SKSpriteNode { let bullet = SKSpriteNode(texture: texture) bullet.physicsBody = SKPhysicsBody(circleOfRadius: 3) bullet.physicsBody?.categoryBitMask = PhysicsCategory.projectile bullet.physicsBody?.collisionBitMask = PhysicsCategory.none bullet.physicsBody?.contactTestBitMask = PhysicsCategory.enemy return bullet } func spawn() -> SKSpriteNode { if available.isEmpty { available.append(createBullet()) } let bullet = available.removeLast() bullet.isHidden = false bullet.physicsBody?.isDynamic = true return bullet } func recycle(_ bullet: SKSpriteNode) { bullet.removeAllActions() bullet.removeFromParent() bullet.physicsBody?.isDynamic = false bullet.physicsBody?.velocity = .zero bullet.isHidden = true available.append(bullet) } }
Offscreen Node Removal
// Manual removal is faster than shouldCullNonVisibleNodes override func update(_ currentTime: TimeInterval) { enumerateChildNodes(withName: "bullet") { node, _ in if !self.frame.intersects(node.frame) { self.bulletPool.recycle(node as! SKSpriteNode) } } }
7. Game Loop
Frame Cycle (8 Phases)
1. update(_:) ← Your game logic here 2. didEvaluateActions() ← Actions completed 3. [Physics simulation] ← SpriteKit runs physics 4. didSimulatePhysics() ← Physics done, adjust results 5. [Constraint evaluation] ← SKConstraints applied 6. didApplyConstraints() ← Constraints done 7. didFinishUpdate() ← Last chance before render 8. [Rendering] ← Frame drawn
Delta Time
private var lastUpdateTime: TimeInterval = 0 override func update(_ currentTime: TimeInterval) { let dt: TimeInterval if lastUpdateTime == 0 { dt = 0 } else { dt = currentTime - lastUpdateTime } lastUpdateTime = currentTime // Clamp delta time to prevent spiral of death // (when app returns from background, dt can be huge) let clampedDt = min(dt, 1.0 / 30.0) updatePlayer(deltaTime: clampedDt) updateEnemies(deltaTime: clampedDt) }
Pause Handling
// Pause the scene (stops actions, physics, update loop) scene.isPaused = true // Pause specific subtree only worldNode.isPaused = true // Game paused but HUD still animates // Handle app backgrounding NotificationCenter.default.addObserver( self, selector: #selector(pauseGame), name: UIApplication.willResignActiveNotification, object: nil )
8. Particle Effects
Emitter Best Practices
// Load from .sks file (designed in Xcode Particle Editor) guard let emitter = SKEmitterNode(fileNamed: "Explosion") else { return } emitter.position = explosionPoint addChild(emitter) // CRITICAL: Auto-remove after emission completes let duration = TimeInterval(emitter.numParticlesToEmit) / TimeInterval(emitter.particleBirthRate) + TimeInterval(emitter.particleLifetime + emitter.particleLifetimeRange / 2) emitter.run(SKAction.sequence([ SKAction.wait(forDuration: duration), SKAction.removeFromParent() ]))
Target Node for Trails
Without
targetNode, particles move with the emitter. For trails (like rocket exhaust), set targetNode to the scene:
let trail = SKEmitterNode(fileNamed: "RocketTrail")! trail.targetNode = scene // Particles stay where emitted rocketNode.addChild(trail)
Infinite Emitter Cleanup
// WRONG: Infinite emitter never cleaned up let fire = SKEmitterNode(fileNamed: "Fire")! fire.numParticlesToEmit = 0 // 0 = infinite addChild(fire) // Memory leak — particles accumulate forever // CORRECT: Set emission limit or remove when done fire.numParticlesToEmit = 200 // Stops after 200 particles // Or manually stop and remove: fire.particleBirthRate = 0 // Stop new particles fire.run(SKAction.sequence([ SKAction.wait(forDuration: TimeInterval(fire.particleLifetime)), SKAction.removeFromParent() ]))
9. SwiftUI Integration
SpriteView (Recommended, iOS 14+)
The simplest way to embed SpriteKit in SwiftUI. Use this unless you need custom SKView configuration.
import SpriteKit import SwiftUI struct GameView: View { var body: some View { SpriteView(scene: { let scene = GameScene(size: CGSize(width: 390, height: 844)) scene.scaleMode = .aspectFill return scene }(), debugOptions: [.showsFPS, .showsNodeCount]) .ignoresSafeArea() } }
UIViewRepresentable (Advanced)
Use when you need full control over SKView configuration (custom frame rate, transparency, or multiple scenes).
import SwiftUI import SpriteKit struct SpriteKitView: UIViewRepresentable { let scene: SKScene func makeUIView(context: Context) -> SKView { let view = SKView() view.showsFPS = true view.showsNodeCount = true view.ignoresSiblingOrder = true return view } func updateUIView(_ view: SKView, context: Context) { if view.scene == nil { view.presentScene(scene) } } }
SKRenderer for Metal Hybrid
Use
SKRenderer when SpriteKit is one layer in a Metal pipeline:
let renderer = SKRenderer(device: metalDevice) renderer.scene = gameScene // In your Metal render loop: renderer.update(atTime: currentTime) renderer.render( withViewport: viewport, commandBuffer: commandBuffer, renderPassDescriptor: renderPassDescriptor )
10. Anti-Patterns
Anti-Pattern 1: Default Bitmasks
Time cost: 30-120 minutes debugging phantom collisions
// WRONG: Default collisionBitMask is 0xFFFFFFFF let body = SKPhysicsBody(circleOfRadius: 10) node.physicsBody = body // Collides with EVERYTHING — even things it shouldn't // CORRECT: Always set all three masks explicitly body.categoryBitMask = PhysicsCategory.player body.collisionBitMask = PhysicsCategory.ground body.contactTestBitMask = PhysicsCategory.enemy
Anti-Pattern 2: Missing contactTestBitMask
Time cost: 30-60 minutes wondering why didBegin never fires
// WRONG: contactTestBitMask defaults to 0 — no contacts ever fire player.physicsBody?.categoryBitMask = PhysicsCategory.player // Forgot contactTestBitMask! // CORRECT: Both bodies need compatible masks player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy enemy.physicsBody?.categoryBitMask = PhysicsCategory.enemy
Anti-Pattern 3: Actions on Physics Bodies
Time cost: 1-3 hours of jittering and missed collisions
// WRONG: SKAction.move overrides physics position each frame playerNode.run(SKAction.moveTo(x: 200, duration: 1.0)) // Physics body position is set by action, ignoring forces/collisions // CORRECT: Use physics for physics-controlled nodes playerNode.physicsBody?.applyForce(CGVector(dx: 100, dy: 0))
Anti-Pattern 4: SKShapeNode for Gameplay
Time cost: Hours diagnosing frame drops
Each SKShapeNode is a separate draw call that cannot be batched. 50 shape nodes = 50 draw calls. See the pre-render-to-texture pattern in Section 6 (SKShapeNode Trap) for the fix.
Anti-Pattern 5: Strong Self in Action Closures
Time cost: Memory leaks, eventual crash
// WRONG: Strong capture in repeating action node.run(SKAction.repeatForever(SKAction.sequence([ SKAction.run { self.spawnEnemy() }, SKAction.wait(forDuration: 2.0) ]))) // CORRECT: Weak capture node.run(SKAction.repeatForever(SKAction.sequence([ SKAction.run { [weak self] in self?.spawnEnemy() }, SKAction.wait(forDuration: 2.0) ])))
11. Code Review Checklist
Physics
- Every physics body has explicit
(not default)categoryBitMask - Every physics body has explicit
(notcollisionBitMask
)0xFFFFFFFF - Bodies needing contact detection have
setcontactTestBitMask -
is assignedphysicsWorld.contactDelegate - No world modifications inside
/didBegin
callbacksdidEnd - Fast objects use
usesPreciseCollisionDetection
Actions
- No
/SKAction.move
on physics-controlled nodesrotate - Repeating actions use
for cancellationwithKey: -
closures useSKAction.run[weak self] - One-shot emitters are removed after emission
Performance
- Debug overlays enabled during development
-
on SKViewignoresSiblingOrder = true - No SKShapeNode in gameplay sprites (use pre-rendered textures)
- Texture atlases used for related sprites
- Offscreen nodes removed manually
Scene Management
-
cleans up actions, children, delegateswillMove(from:) - Scene data passed via shared state, not node properties
- Camera used for viewport control
12. Pressure Scenarios
Scenario 1: "Physics Contacts Don't Work — Ship Tonight"
Pressure: Deadline pressure to skip systematic debugging
Wrong approach: Randomly changing bitmask values, adding
0xFFFFFFFF everywhere, or disabling physics
Correct approach (2-5 minutes):
- Enable
— verify bodies exist and overlapshowsPhysics - Print all three bitmasks for both bodies
- Verify
on body A includes category of body B (or vice versa)contactTestBitMask - Verify
is setphysicsWorld.contactDelegate - Verify you're not modifying the world inside the callback
Push-back template: "Let me run the 5-step bitmask checklist. It takes 2 minutes and catches 90% of contact issues. Random changes will make it worse."
Scenario 2: "Frame Rate Is Fine on My Device"
Pressure: Authority says "it runs at 60fps for me, ship it"
Wrong approach: Shipping without profiling on minimum-spec device
Correct approach:
- Enable
,showsFPS
,showsNodeCountshowsDrawCount - Test on oldest supported device
- If >200 nodes or >30 draw calls, investigate
- Check for SKShapeNode in gameplay
- Verify offscreen nodes are being removed
Push-back template: "Performance varies by device. Let me check node count and draw calls — takes 30 seconds with debug overlays. If counts are low, we're safe to ship."
Scenario 3: "Just Use SKShapeNode, It's Faster to Code"
Pressure: Sunk cost — already built with SKShapeNode, don't want to redo
Wrong approach: Shipping with 100+ SKShapeNodes causing frame drops
Correct approach:
- Check
— each SKShapeNode adds a draw callshowsDrawCount - If >20 shape nodes in gameplay, pre-render to textures
- Use
to convert once, reuse as SKSpriteNodeview.texture(from:) - Keep SKShapeNode only for debug visualization
Push-back template: "Each SKShapeNode is a separate draw call. Converting to pre-rendered textures is a 15-minute refactor that can double frame rate. SKSpriteNode from atlas = 1 draw call for all of them."
Resources
WWDC: 2014-608, 2016-610, 2017-609, 2013-502
Docs: /spritekit, /spritekit/skscene, /spritekit/skphysicsbody, /spritekit/maximizing-node-drawing-performance
Skills: axiom-spritekit-ref, axiom-spritekit-diag