Comments (3)
After looking into this some more, it appears as if this is a SpriteKit limitation. The SKEffectNode
renders its children into a framebuffer, but caps the texture size to 2048x2048. If I resize your map to 32x32 tiles and enable effects rendering, it renders as expected.
The SKTilemap
node is subclassed from SKEffectNode
because enabling effects is an easy way to get rid of the cracks that can sometimes appear between tiles with a minimal performance hit, and with effects turned off it's basically just another SKNode
.
I'll look into getting the map to throw a warning on these occasions in the next release and add a mention in the docs.
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It looks as if there's a glitch with SKEffectNode
objects in SpriteKit, which the SKTilemap
and layer objects inherit from. I haven't seen it happen yet, so I'll have to figure out what's happening here and possibly talk to Apple about the bug.
To fix it, load your map in the demo application and disable the effects rendering option and you should see the entire map (select Map -> Render Effects... or press the 'e' key).
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Thanks. Noted, I'll try that.
Obvioulsy I'm not running on the latest version of MacOS, so may already be fixed.
On the up side, when I intergrated a basic tile map into my current ios game, it all shows up fine, and I don't notice any graphical issues (although performance is another matter ;) )
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