ios - SKEmitterNode particles lag at start -


i'm playing around skemitternode in own little game. i'm shooting cannon ball , when ball hits 1 of boxes in scene, box gets destroyed , particle effect simple texture "boom" created make transition when box disappears. problem is, when start emitter expect start emitting particles right away, not case , particle played after short delay of 0.5-1s.

here function creating emitter:

func createparticleemitter(filename: string) -> skemitternode {     let path = nsbundle.mainbundle().pathforresource(filename, oftype: "sks")     assert(path != nil, "could not find file \(filename)")      let obj : anyobject? = nskeyedunarchiver.unarchiveobjectwithfile(path!)     assert(obj != nil, "the emiter \(filename) not created")      return obj as! skemitternode } 

then on collision, function called, position position of dying object, , scene parent scene of dying object:

func addondeathparticles(position: cgpoint, scene : sknode) {     var emitter : skemitternode = createparticleemitter("boom")      emitter.position = position      let seq = [skaction.waitforduration(particle_die_duration,                withrange:particle_die_duration_range),                skaction.removefromparent()]      emitter.runaction(skaction.sequence(seq))     scene.addchild(emitter) } 

the action list added make emitter disappear after particle_die_duration random value of particle_die_duration_range.

as understand it, emitter attached scene, should start emitting particles. mentioned @ beginning, not case , particles start appearing after 0.5-1 second. particle created texture scaling , rotating there no delay set (not sure if can that).

did had same behaviour or has suggestion i'm doing wrong? glad :)

cheers, tk

the solution setting advancesimulationtime 1.0 sec. i'm not entirely sure why case, suppose creation "animation" takes time.

anyway, case closed , everyone, lchamp since suggested solution.


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