Spritekit – not loading @3x images from SKTextureAtlas

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:

enter image description here

Choose “New Sprite Atlas” option and add @2x and @3x assets :

enter image description here

Then in a code do this:

let sprite = SKSpriteNode(texture: SKTextureAtlas(named: "Sprites").textureNamed("test"))
sprite.position = CGPoint(x: frame.midX, y: frame.midY)


If you are testing on Simulator, reset Simulator’s content and settings to clear the cache before you try this.

Leave a Comment