set SKEmitterNode to background












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I am setting up a scene with a fixed background (a simple rectangle), an SKEmitterNode, and a backgroundLayer (a SKNode including many SKShapeNodes) : this is the hierarchy of my scene. But, even if I am adding the emitter node as a child of the scene just after the fixed background and just before the background layer, the particles emitted are at the foreground, which is not what I am expecting. indeed, I would like them to be rendered between the fixed background and the background layer, which is not happening.



I am running this app on ios 10. I've tried to add childs in a different order, or to change the target node, but it didn't change anything...



All of the following code comes from 'init(size: CGSize) {}' of a scene class which inherits from SKScene.This is all the scene set up process (when childs are added).



anchorPoint = CGPoint(x: 0, y: 0)
background.position = CGPoint(x: sceneSize.width / 2, y: sceneSize.height / 2)
background.fillColor = UIColor(white: 0.5, alpha: 1)
background.strokeColor = UIColor.lightGray
addChild(background)

setUpParticleEmitter() // it sets up the particle emitter which is an attribute of the class
addChild(backgroundEmitter) // This is the name of the emitter
backgroundEmitter.targetNode = scene

backgroundLayer.position = CGPoint(x: 0, y: 0)
addChild(backgroundLayer)

gameLayer.position = CGPoint(x: -1 * sceneSize.width, y: 0) // another layer for futur nodes
addChild(gameLayer)


I expect the particles to be rendered between 'background' and 'backgroundLayer', but they are rendered at the foreground (=over the backgroundLayer's childs), is it possible to change that ?










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    0















    I am setting up a scene with a fixed background (a simple rectangle), an SKEmitterNode, and a backgroundLayer (a SKNode including many SKShapeNodes) : this is the hierarchy of my scene. But, even if I am adding the emitter node as a child of the scene just after the fixed background and just before the background layer, the particles emitted are at the foreground, which is not what I am expecting. indeed, I would like them to be rendered between the fixed background and the background layer, which is not happening.



    I am running this app on ios 10. I've tried to add childs in a different order, or to change the target node, but it didn't change anything...



    All of the following code comes from 'init(size: CGSize) {}' of a scene class which inherits from SKScene.This is all the scene set up process (when childs are added).



    anchorPoint = CGPoint(x: 0, y: 0)
    background.position = CGPoint(x: sceneSize.width / 2, y: sceneSize.height / 2)
    background.fillColor = UIColor(white: 0.5, alpha: 1)
    background.strokeColor = UIColor.lightGray
    addChild(background)

    setUpParticleEmitter() // it sets up the particle emitter which is an attribute of the class
    addChild(backgroundEmitter) // This is the name of the emitter
    backgroundEmitter.targetNode = scene

    backgroundLayer.position = CGPoint(x: 0, y: 0)
    addChild(backgroundLayer)

    gameLayer.position = CGPoint(x: -1 * sceneSize.width, y: 0) // another layer for futur nodes
    addChild(gameLayer)


    I expect the particles to be rendered between 'background' and 'backgroundLayer', but they are rendered at the foreground (=over the backgroundLayer's childs), is it possible to change that ?










    share|improve this question

























      0












      0








      0








      I am setting up a scene with a fixed background (a simple rectangle), an SKEmitterNode, and a backgroundLayer (a SKNode including many SKShapeNodes) : this is the hierarchy of my scene. But, even if I am adding the emitter node as a child of the scene just after the fixed background and just before the background layer, the particles emitted are at the foreground, which is not what I am expecting. indeed, I would like them to be rendered between the fixed background and the background layer, which is not happening.



      I am running this app on ios 10. I've tried to add childs in a different order, or to change the target node, but it didn't change anything...



      All of the following code comes from 'init(size: CGSize) {}' of a scene class which inherits from SKScene.This is all the scene set up process (when childs are added).



      anchorPoint = CGPoint(x: 0, y: 0)
      background.position = CGPoint(x: sceneSize.width / 2, y: sceneSize.height / 2)
      background.fillColor = UIColor(white: 0.5, alpha: 1)
      background.strokeColor = UIColor.lightGray
      addChild(background)

      setUpParticleEmitter() // it sets up the particle emitter which is an attribute of the class
      addChild(backgroundEmitter) // This is the name of the emitter
      backgroundEmitter.targetNode = scene

      backgroundLayer.position = CGPoint(x: 0, y: 0)
      addChild(backgroundLayer)

      gameLayer.position = CGPoint(x: -1 * sceneSize.width, y: 0) // another layer for futur nodes
      addChild(gameLayer)


      I expect the particles to be rendered between 'background' and 'backgroundLayer', but they are rendered at the foreground (=over the backgroundLayer's childs), is it possible to change that ?










      share|improve this question














      I am setting up a scene with a fixed background (a simple rectangle), an SKEmitterNode, and a backgroundLayer (a SKNode including many SKShapeNodes) : this is the hierarchy of my scene. But, even if I am adding the emitter node as a child of the scene just after the fixed background and just before the background layer, the particles emitted are at the foreground, which is not what I am expecting. indeed, I would like them to be rendered between the fixed background and the background layer, which is not happening.



      I am running this app on ios 10. I've tried to add childs in a different order, or to change the target node, but it didn't change anything...



      All of the following code comes from 'init(size: CGSize) {}' of a scene class which inherits from SKScene.This is all the scene set up process (when childs are added).



      anchorPoint = CGPoint(x: 0, y: 0)
      background.position = CGPoint(x: sceneSize.width / 2, y: sceneSize.height / 2)
      background.fillColor = UIColor(white: 0.5, alpha: 1)
      background.strokeColor = UIColor.lightGray
      addChild(background)

      setUpParticleEmitter() // it sets up the particle emitter which is an attribute of the class
      addChild(backgroundEmitter) // This is the name of the emitter
      backgroundEmitter.targetNode = scene

      backgroundLayer.position = CGPoint(x: 0, y: 0)
      addChild(backgroundLayer)

      gameLayer.position = CGPoint(x: -1 * sceneSize.width, y: 0) // another layer for futur nodes
      addChild(gameLayer)


      I expect the particles to be rendered between 'background' and 'backgroundLayer', but they are rendered at the foreground (=over the backgroundLayer's childs), is it possible to change that ?







      swift xcode sprite-kit skscene skemitternode






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      asked Jan 18 at 17:43









      SethSeth

      32




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          You can chose which nodes to be in front and which in back by setting them the zPosition.



          first_node.zPosition  = 1
          second_node.zPosition = 2 // displayed over first node





          share|improve this answer























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            You can chose which nodes to be in front and which in back by setting them the zPosition.



            first_node.zPosition  = 1
            second_node.zPosition = 2 // displayed over first node





            share|improve this answer




























              0














              You can chose which nodes to be in front and which in back by setting them the zPosition.



              first_node.zPosition  = 1
              second_node.zPosition = 2 // displayed over first node





              share|improve this answer


























                0












                0








                0







                You can chose which nodes to be in front and which in back by setting them the zPosition.



                first_node.zPosition  = 1
                second_node.zPosition = 2 // displayed over first node





                share|improve this answer













                You can chose which nodes to be in front and which in back by setting them the zPosition.



                first_node.zPosition  = 1
                second_node.zPosition = 2 // displayed over first node






                share|improve this answer












                share|improve this answer



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                answered Jan 18 at 18:30









                Alexandru VasiliuAlexandru Vasiliu

                14412




                14412






























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