在SCNView的overlaySKScene属性中运行SpriteKit粒子系统会导致应用程序崩溃,并显示下面的堆栈跟踪.
原文链接:https://www.f2er.com/swift/319062.html基于堆栈跟踪,似乎所有系统代码都在运行,所以你应该如何调试崩溃,更重要的是,确定它是否是SceneKit / SpriteKit的错误或应用程序中的错误?
对于它的价值,下面是添加粒子系统的函数,但它没有在堆栈跟踪中引用.
fileprivate func animateFireworks(scnPoint: CGPoint,color: UIColor) { // Set emitter properties let particleBirthRate = CGFloat(150) let maxParticles = 50 let numEmitters = 5 // SceneView point -> SpriteKit point let skOverlayPoint = skOverlay.convertPoint(fromView: scnPoint) // Create emitters for _ in 0..<numEmitters { let fireworksEmitter = SKEmitterNode(fileNamed: ExplosionEmitterFilename)! // Set particle size let particleSize = CGSize(width: 20,height: 20) fireworksEmitter.particleSize = particleSize // Set color for emitter fireworksEmitter.particleColorSequence = nil fireworksEmitter.particleColor = color // Set number of particles fireworksEmitter.particleBirthRate = particleBirthRate fireworksEmitter.numParticlesToEmit = maxParticles // Position at point fireworksEmitter.position = skOverlayPoint // Add to SpriteKit overlay skOverlay.addChild(fireworksEmitter) // Remove emitter,<animationDur> is only a rough estimate let animationDur = 3 * Double(fireworksEmitter.particleLifetime + fireworksEmitter.particleLifetimeRange) delay(animationDur) { fireworksEmitter.removeFromParent() } } } func delay(_ delay:Double,closure:@escaping ()->()) { DispatchQueue.main.asyncAfter( deadline: DispatchTime.now() + Double(Int64(delay * Double(NSEC_PER_SEC))) / Double(NSEC_PER_SEC),execute: closure) } > Thread 11 Queue : com.apple.scenekit.renderingQueue.SCNView0x121d8d570 > (serial) > #0 0x000000019c710aac in SKCParticleManager::enumerateParticleSystems(void (SKCParticleSystem*) > block_pointer) () > #1 0x000000019c723d74 in SKCParticleSystemNode::generateRenderData_Quads(SKCRenderInfo*) () > #2 0x000000019c7236c0 in SKCParticleSystemNode::addRenderOps_Quads(SKCRenderInfo*,> std::__1::shared_ptr<jet_command_buffer> const&) () > #3 0x000000019c71dc4c in SKCRenderer::expandRenderGroup(std::__1::shared_ptr<SKCRenderSortGroup> > const&,std::__1::shared_ptr<jet_command_buffer> const&) () > #4 0x000000019c71b238 in SKCRenderer::expandRenderPass(std::__1::shared_ptr<SKCRenderPass> > const&,std::__1::shared_ptr<jet_command_buffer> const&) () > #5 0x000000019c71a888 in SKCRenderer::render(SKCNode*,float __vector(4),std::__1::shared_ptr<jet_framebuffer> const&,unsigned int __vector(4),simd_float4x4,bool,NSDictionary*,SKCStats*,> SKCStats*,double) () > #6 0x000000019c6516a4 in -[SKSCNRenderer renderWithEncoder:pass:commandQueue:] () > #7 0x0000000199479fc8 in -[SCNRenderContextMetal renderSKSceneWithRenderer:overlay:atTime:] () > #8 0x0000000199525018 in -[SCNRenderer _drawOverlaySceneAtTime:] () > #9 0x00000001995e199c in __C3DEngineContextRenderPassInstance () > #10 0x00000001995e27cc in C3DEngineContextRenderMainTechnique () > #11 0x0000000199526508 in -[SCNRenderer _renderSceneWithEngineContext:sceneTime:] () > #12 0x0000000199526688 in -[SCNRenderer _drawSceneWithNewRenderer:] () > #13 0x0000000199526ccc in -[SCNRenderer _drawScene:] () > #14 0x0000000199527144 in -[SCNRenderer _drawAtTime:] () > #15 0x00000001995cfa74 in -[SCNView _drawAtTime:] () > #16 0x00000001994876c0 in __69-[NSObject(SCN_DisplayLinkExtensions) SCN_setupDisplayLinkWithQueue:]_block_invoke () > #17 0x000000019959700c in __36-[SCNDisplayLink _callbackWithTime:]_block_invoke () > #18 0x00000001042a12cc in _dispatch_call_block_and_release () > #19 0x00000001042a128c in _dispatch_client_callout () > #20 0x00000001042aff80 in _dispatch_queue_serial_drain () > #21 0x00000001042a47ec in _dispatch_queue_invoke () > #22 0x00000001042b0f6c in _dispatch_root_queue_drain_deferred_wlh () > #23 0x00000001042b8020 in _dispatch_workloop_worker_thread () > #24 0x00000001858a6f1c in _pthread_wqthread ()