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Steve758

: What format should animations be in for Spritekit / Swift? Our graphic designer created a character for an iOS game built with Swift and SpriteKit. While she has created animated GIFs before,

@Steve758

Posted in: #Animation #FileFormat #Ios #SoftwareRecommendation #Sprite

Our graphic designer created a character for an iOS game built with Swift and SpriteKit.

While she has created animated GIFs before, she has never created animations for an iOS game.

1) What sites/resources should she use to learn about producing frames for iOS animations (e.g., texture atlas)?

2) She uses Sketch today. Should she use a different program to produce the artwork?

Googling did not help, and several related questions here, here and here also do not help.

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@Turnbaugh909

SpriteKit is slightly unusual in 2D game engines in that it does all its own texture packing.

SpriteKit desires a .png sequence.

What this means, when creating sequenced image animations, is that you're best off exporting each frame of your .gif animation as a unique image, with a sequenced naming convention from 0, through to the frame count.

So your frames should look like this:

fileName0000.png
fileName0001.png
fileName0002.png
fileName0003.png
fileName0004.png
etc.


Then drag these files into Xcode's project panel, at the top level, and create a group once they're dragged in, to contain them.

Xcode/SpriteKit will then package these as a texture, and optimise the storage and loading.

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