Swift version: 5.4
Pixel-perfect physics is just one line of code in SpriteKit. Don't believe me? Here you go:
player = SKSpriteNode(imageNamed: "player") player.position = CGPoint(x: 100, y: 384) player.physicsBody = SKPhysicsBody(texture: player.texture!, size: player.size)
That last line is the one that does the magic: SpriteKit will use the alpha values of your sprite (i.e., the transparent pixels) to figure out which parts should be part of a collision.
As you might imagine, pixel-perfect collision detection is significantly slower than using rectangles or circles, so you should use it carefully.
SAVE 50% This Black Friday all our books and bundles are half price, so you can take your Swift knowledge further without spending big! Get the Swift Power Pack to build your iOS career faster, get the Swift Platform Pack to builds apps for macOS, watchOS, and beyond, or get the Swift Plus Pack to learn advanced design patterns, testing skills, and more.
Available from iOS 7.0 – see Hacking with Swift tutorial 23
This is part of the Swift Knowledge Base, a free, searchable collection of solutions for common iOS questions.
Link copied to your pasteboard.