Comments (2)
Updated the latest release (1.07) to build with both Carthage & CocoaPods, so I'm going to close this now.
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Thanks for the links!
Cocoapods support will be added version soon, probably in the next release. I'm looking into Carthage as well.
Currently compiling the project builds a demo app for either iOS or macOS, so I'm adding targets to the project to build frameworks for each OS... so once all of that is working, I'll push it to the current master and see if it works.
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Related Issues (20)
- Animations in code HOT 5
- please add infinite maps and random map!
- Large tile maps not rendering correctly HOT 3
- Documentation site install to dash button has wrong URL HOT 1
- SKTile highlight color is defined by frameColor HOT 2
- The tvOS target is not part of the Podspec in the cocoapods master repo HOT 1
- function addTilesetTile of SKTileset.swift crash with nil HOT 1
- Would Apple Watch support be possible? Just asking :) HOT 1
- Wrong ID number for tilesets based on tilesets image HOT 4
- addTileAt not replacing tile properly HOT 2
- Loading new tilemap memory leak HOT 8
- Can I get that the user clicked on a certain location on the map? HOT 3
- objective-c compatibility? HOT 1
- M1 Mac Xcode12 HOT 4
- Scaling of Objects HOT 2
- SKTileMapNode vs SKTiled performance question HOT 8
- Questions: player, enemies; collision detection?
- Feature request: get tile coord from SKTile object
- Memory issues when presenting new SKTiledScene, small on iOS, larger on macOS
- [Solved] Some nodes disappear with the framework
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