NEW: Nominations are now open for the 2019 Swift Community Awards! >>

How to add pixel-perfect physics to an SKSpriteNode

Swift version: 5.1

Paul Hudson    @twostraws   

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 20% ON iOS CONF SG The largest iOS conference in Southeast Asia is back in Singapore for the 5th time in January 2020, now with two days of workshops plus two days of talks on SwiftUI, Combine, GraphQL, and more! Save a massive 20% on your tickets by clicking on this link.

Available from iOS 7.0 – see Hacking with Swift tutorial 23

Similar solutions…

About the Swift Knowledge Base

This is part of the Swift Knowledge Base, a free, searchable collection of solutions for common iOS questions.

MASTER SWIFT NOW
Buy Testing Swift Buy Practical iOS 12 Buy Pro Swift Buy Swift Design Patterns Buy Swift Coding Challenges Buy Server-Side Swift (Vapor Edition) Buy Server-Side Swift (Kitura Edition) Buy Hacking with macOS Buy Advanced iOS Volume One Buy Advanced iOS Volume Two Buy Hacking with watchOS Buy Hacking with tvOS Buy Hacking with Swift Buy Dive Into SpriteKit Buy Swift in Sixty Seconds Buy Objective-C for Swift Developers Buy Beyond Code

Was this page useful? Let us know!