It seems to be working now if you are using a new way to create atlas. Important thing is that Deployment target
should be >= 9.0 …
Select Assets.xcassets
and click to + sign to create a new sprite atlas:
Choose “New Sprite Atlas” option and add @2x and @3x assets :
Then in a code do this:
let sprite = SKSpriteNode(texture: SKTextureAtlas(named: "Sprites").textureNamed("test"))
sprite.position = CGPoint(x: frame.midX, y: frame.midY)
addChild(sprite)
Hint:
If you are testing on Simulator, reset Simulator’s content and settings to clear the cache before you try this.