I have a SpriteKit game in which there's an SKEmitterNode
.
In the process of lighting the scene with an SKLightNode
, I noticed that SKEmitterNode
does not have the lightingBitMask
property required for lighting. An SKSpriteNode
, for example, is lighting-enabled like this:
spriteNode.lightingBitMask = 0b0001
The emitter particles are visible in the dark, which is undesirable. Instead, I'd like the particles to obey the light/dark difference.
Question: Is there a way to achieve this lighting effect with SKEmitterNode
and SKLightNode
?
Thank you!
I would try to make the SKEmitterNode a child of some SKSpriteNode (just 2x2 pixels). Then you can modify the lightingBitMask of this parent SKSpriteNode.