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axiom-spritekit-diag

axiom-spritekit-diag

github.com/charleswiltgen开发1.2k149 次安装今天更新
代码仓库

关于 axiom-spritekit-diag

面向 SpriteKit 开发者的故障诊断技能,以症状为线索排查物理、性能、触控、内存、坐标和场景切换问题,并列出检查步骤与常见原因。

主要功能

  1. 01按症状组织的诊断清单
  2. 02物理接触与碰撞检查
  3. 03帧率和内存问题排查
  4. 04触控与坐标诊断
  5. 05场景切换崩溃检查

适用场景

  1. 01排查物理接触回调未触发
  2. 02调查物体穿过墙壁的问题
  3. 03追踪帧率下降或内存增长
  4. 04调试输入、位置或场景切换故障

安装

复制下面的命令,在终端中运行。

$npx skills add https://github.com/charleswiltgen/axiom --skill axiom-spritekit-diag

安装后在 Claude Code 中输入/axiom-spritekit-diag确认已加载。

详细介绍

SpriteKit 诊断

针对常见 SpriteKit 问题的系统化诊断,并标注所需时间。

何时使用此诊断技能

在以下情况下使用此技能:

  • 物理接触事件始终不触发(未调用 didBegin)
  • 物体穿过墙壁(隧穿)
  • 帧率降至 60fps 以下
  • 节点无法响应触摸
  • 游戏过程中内存持续增长
  • 位置和坐标似乎不正确
  • 场景切换期间应用崩溃

强制执行的第一步:启用调试叠加层

耗时:设置需 10 秒,避免数小时盲目调试

if let view = self.view as? SKView {
    view.showsFPS = true
    view.showsNodeCount = true
    view.showsDrawCount = true
    view.showsPhysics = true
}

如果 showsPhysics 没有显示预期的物理体轮廓,说明物理体配置不正确。停止调试接触事件,先修复物理体。

如需了解 SpriteKit 架构模式和最佳实践,请参阅 axiom-spritekit。如需 API 参考,请参阅 axiom-spritekit-ref。


症状 1:物理接触事件不触发

节省时间:30–120 分钟 → 2–5 分钟

didBegin(_:) never called
│
├─ Is physicsWorld.contactDelegate set?
│   └─ NO → Set in didMove(to:):
│        physicsWorld.contactDelegate = self
│        ✓ This alone fixes ~30% of contact issues
│
├─ Does the class conform to SKPhysicsContactDelegate?
│   └─ NO → Add conformance:
│        class GameScene: SKScene, SKPhysicsContactDelegate
│
├─ Does body A have contactTestBitMask that includes body B's category?
│   ├─ Print: "A contact: \(bodyA.contactTestBitMask), B cat: \(bodyB.categoryBitMask)"
│   ├─ Result should be: (A.contactTestBitMask & B.categoryBitMask) != 0
│   └─ FIX: Set contactTestBitMask to include the other body's category
│        player.physicsBody?.contactTestBitMask = PhysicsCategory.enemy
│
├─ Is categoryBitMask set (not default 0xFFFFFFFF)?
│   ├─ Default category means everything matches — but in unexpected ways
│   └─ FIX: Always set explicit categoryBitMask for each body type
│
├─ Do the bodies actually overlap? (Check showsPhysics)
│   ├─ Bodies too small or offset from sprite → Fix physics body size
│   └─ Bodies never reach each other → Check collisionBitMask isn't blocking
│
└─ Are you modifying the world inside didBegin?
    ├─ Removing nodes inside didBegin can cause missed callbacks
    └─ FIX: Flag nodes for removal, process in update(_:)
快速诊断打印
func didBegin(_ contact: SKPhysicsContact) {
    print("CONTACT: \(contact.bodyA.node?.name ?? "nil") (\(contact.bodyA.categoryBitMask)) <-> \(contact.bodyB.node?.name ?? "nil") (\(contact.bodyB.categoryBitMask))")
}

如果始终没有打印内容,问题出在委托或位掩码设置上。如果有打印内容,但物体不正确,问题出在位掩码值上。


症状 2:物体穿墙

节省时间:20–60 分钟 → 5 分钟

Fast objects pass through thin walls
│
├─ Is the object moving faster than wall thickness per frame?
│   ├─ At 60fps: max safe speed = wall_thickness × 60 pt/s
│   ├─ A 10pt wall is safe up to ~600 pt/s
│   └─ FIX: usesPreciseCollisionDetection = true on the fast object
│
├─ Is usesPreciseCollisionDetection enabled?
│   ├─ Only needed on the MOVING object (not the wall)
│   └─ FIX: fastObject.physicsBody?.usesPreciseCollisionDetection = true
│
├─ Is the wall an edge body?
│   ├─ Edge bodies have zero area — tunneling is easier
│   └─ FIX: Use volume body for walls (rectangleOf:) with isDynamic = false
│
├─ Is the wall thick enough?
│   └─ FIX: Make walls at least 10pt thick for objects up to 600pt/s
│
└─ Are collision bitmasks correct?
    ├─ Wall's categoryBitMask must be in object's collisionBitMask
    └─ FIX: Verify with print: object.collisionBitMask & wall.categoryBitMask != 0

症状 3:帧率低

节省时间:2–4 小时 → 15–30 分钟

FPS below 60 (or 120 on ProMotion)
│
├─ Check showsNodeCount
│   ├─ >1000 nodes → Offscreen nodes not removed
│   │   ├─ Are you removing nodes that leave the screen?
│   │   ├─ FIX: In update(), remove nodes outside visible area
│   │   └─ FIX: Use object pooling for frequently spawned objects
│   │
│   ├─ 200-1000 nodes → Likely manageable, check draw count
│   └─ <200 nodes → Nodes aren't the problem, check below
│
├─ Check showsDrawCount
│   ├─ >50 draw calls → Batching problem
│   │   ├─ Using SKShapeNode for gameplay? → Replace with pre-rendered textures
│   │   ├─ Sprites from different images? → Use texture atlas
│   │   ├─ Sprites at different zPositions? → Consolidate layers
│   │   └─ ignoresSiblingOrder = false? → Set to true
│   │
│   ├─ 10-50 draw calls → Acceptable for most games
│   └─ <10 draw calls → Drawing isn't the problem
│
├─ Physics expensive?
│   ├─ Many texture-based physics bodies → Use circles/rectangles
│   ├─ usesPreciseCollisionDetection on too many bodies → Use only on fast objects
│   ├─ Many contact callbacks firing → Reduce contactTestBitMask scope
│   └─ Complex polygon bodies → Simplify to fewer vertices
│
├─ Particle overload?
│   ├─ Multiple emitters active → Reduce particleBirthRate
│   ├─ High particleLifetime → Reduce (fewer active particles)
│   ├─ numParticlesToEmit = 0 (infinite) without cleanup → Add limits
│   └─ FIX: Profile with Instruments → Time Profiler
│
├─ SKEffectNode without shouldRasterize?
│   ├─ CIFilter re-renders every frame
│   └─ FIX: effectNode.shouldRasterize = true (if content is static)
│
└─ Complex update() logic?
    ├─ O(n²) collision checking? → Use physics engine instead
    ├─ String-based enumerateChildNodes every frame? → Cache references
    └─ Heavy computation in update? → Spread across frames or background
快速性能检查
#if DEBUG
private var frameCount = 0
#endif

override func update(_ currentTime: TimeInterval) {
    #if DEBUG
    frameCount += 1
    if frameCount % 60 == 0 {
        print("Nodes: \(children.count)")
    }
    #endif
}

症状 4:触摸事件未注册

节省时间:15–45 分钟 → 2 分钟

touchesBegan not called on a node
│
├─ Is isUserInteractionEnabled = true on the node?
│   ├─ SKScene: true by default
│   ├─ All other SKNode subclasses: FALSE by default
│   └─ FIX: node.isUserInteractionEnabled = true
│
├─ Is the node hidden or alpha = 0?
│   ├─ Hidden nodes don't receive touches
│   └─ FIX: Check node.isHidden and node.alpha
│
├─ Is another node on top intercepting touches?
│   ├─ Higher zPosition nodes with isUserInteractionEnabled get first chance
│   └─ DEBUG: Print nodes(at: touchLocation) to see what's there
│
├─ Is the touch in the correct coordinate space?
│   ├─ Using touch.location(in: self.view)? → WRONG for SpriteKit
│   └─ FIX: Use touch.location(in: self) for scene coordinates
│        Or touch.location(in: targetNode) for node-local coordinates
│
├─ Is the physics body blocking touch pass-through?
│   └─ Physics bodies don't affect touch handling — not the issue
│
└─ Is the node's frame correct?
    ├─ SKNode (container) has zero frame — can't be hit-tested by area
    ├─ SKSpriteNode frame matches texture size × scale
    └─ FIX: Use contains(point) or nodes(at:) for manual hit testing

症状 5:内存激增并崩溃

节省时间:1–3 小时 → 15 分钟

Memory grows during gameplay
│
├─ Nodes accumulating? (Check showsNodeCount over time)
│   ├─ Count increasing? → Nodes created but not removed
│   │   ├─ Missing removeFromParent() for expired objects
│   │   ├─ FIX: Add cleanup in update() or use SKAction.removeFromParent()
│   │   └─ FIX: Implement object pooling for frequently spawned items
│   │
│   └─ Count stable? → Memory issue elsewhere
│
├─ Infinite particle emitters?
│   ├─ numParticlesToEmit = 0 creates particles forever
│   ├─ Each emitter accumulates particles up to birthRate × lifetime
│   └─ FIX: Set finite numParticlesToEmit or manually stop and remove
│
├─ Texture caching?
│   ├─ SKTexture(imageNamed:) caches — repeated calls don't leak
│   ├─ SKTexture(cgImage:) from camera/dynamic sources → Not cached
│   └─ FIX: Reuse texture references for dynamic textures
│
├─ Strong reference cycles in actions?
│   ├─ SKAction.run { self.doSomething() } captures self strongly
│   ├─ In repeatForever, this prevents scene deallocation
│   └─ FIX: SKAction.run { [weak self] in self?.doSomething() }
│
├─ Scene not deallocating?
│   ├─ Add deinit { print("Scene deallocated") }
│   ├─ If never prints → retain cycle
│   ├─ Common: strong delegate, closure capture, NotificationCenter observer
│   └─ FIX: Clean up in willMove(from:):
│        removeAllActions()
│        removeAllChildren()
│        physicsWorld.contactDelegate = nil
│
└─ Instruments → Allocations
    ├─ Filter by "SK" to see SpriteKit objects
    ├─ Mark generation before/after scene transition
    └─ Persistent growth = leak

症状 6:坐标混淆

节省时间:20–60 分钟 → 5 分钟

Positions seem wrong or flipped
│
├─ Y-axis confusion?
│   ├─ SpriteKit: origin at BOTTOM-LEFT, Y goes UP
│   ├─ UIKit: origin at TOP-LEFT, Y goes DOWN
│   └─ FIX: Use scene coordinate methods, not view coordinates
│        touch.location(in: self)  ← CORRECT (scene space)
│        touch.location(in: view)  ← WRONG (UIKit space, Y flipped)
│
├─ Anchor point confusion?
│   ├─ Scene anchor (0,0) = bottom-left of view is scene origin
│   ├─ Scene anchor (0.5,0.5) = center of view is scene origin
│   ├─ Sprite anchor (0.5,0.5) = center of sprite is at position (default)
│   ├─ Sprite anchor (0,0) = bottom-left of sprite is at position
│   └─ FIX: Print anchorPoint values and draw expected position
│
├─ Parent coordinate space?
│   ├─ node.position is relative to PARENT, not scene
│   ├─ Child at (0,0) of parent at (100,100) is at scene (100,100)
│   └─ FIX: Use convert(_:to:) and convert(_:from:) for cross-node coordinates
│        let scenePos = node.convert(localPoint, to: scene)
│        let localPos = node.convert(scenePoint, from: scene)
│
├─ Camera offset?
│   ├─ Camera position offsets the visible area
│   ├─ HUD attached to camera stays in place
│   └─ FIX: For world coordinates, account for camera position
│        scene.convertPoint(fromView: viewPoint)
│
└─ Scale mode cropping?
    ├─ aspectFill crops edges — content at edges may be offscreen
    └─ FIX: Keep important content in the "safe area" center

症状 7:场景切换时崩溃

节省时间:30–90 分钟 → 5 分钟

Crash during or after scene transition
│
├─ EXC_BAD_ACCESS after transition?
│   ├─ Old scene deallocated while something still references it
│   ├─ Common: Timer, NotificationCenter, delegate still referencing old scene
│   └─ FIX: Clean up in willMove(from:):
│        removeAllActions()
│        removeAllChildren()
│        physicsWorld.contactDelegate = nil
│        // Remove any NotificationCenter observers
│
├─ Crash in didMove(to:) of new scene?
│   ├─ Accessing view before it's available
│   ├─ Force-unwrapping optional that's nil during init
│   └─ FIX: Use guard let view = self.view in didMove(to:)
│
├─ Memory spike during transition?
│   ├─ Both scenes exist simultaneously during transition animation
│   ├─ For large scenes, this doubles memory usage
│   └─ FIX: Preload textures, reduce scene size, or use .fade transition
│        (fade briefly shows neither scene, reducing peak memory)
│
├─ Nodes from old scene appearing in new scene?
│   ├─ node.move(toParent:) during transition
│   └─ FIX: Don't move nodes between scenes — recreate in new scene
│
└─ didMove(to:) called twice?
    ├─ Presenting scene multiple times (button double-tap)
    └─ FIX: Disable transition trigger after first tap
         guard view?.scene !== nextScene else { return }

常见错误

以下错误是大多数 SpriteKit 问题的根源。在深入排查具体症状前,请先检查这些问题。

  1. 保留默认位掩码 — collisionBitMask 默认为 0xFFFFFFFF(与所有对象碰撞)。务必显式设置全部三个掩码。
  2. 忘记设置 contactTestBitMask — 默认值为 0x00000000。不设置此项就不会触发接触事件。
  3. 忘记设置 physicsWorld.contactDelegate = self — 单是这一项就能解决约 30% 的接触问题。
  4. 在游戏中使用 SKShapeNode — 每个实例会产生 1 次绘制调用。使用 view.texture(from:) 预渲染为纹理。
  5. 对物理体使用 SKAction.move — 动作会覆盖物理模拟,导致抖动和碰撞遗漏。请使用力或冲量。
  6. 在动作闭包中强引用 self — 在 repeatForever 中使用 SKAction.run { self.foo() } 会创建保留环。请使用 [weak self]。
  7. 不移除屏幕外节点 — 节点数量会悄然增加,导致性能下降。
  8. 未设置 isUserInteractionEnabled = true — 所有非场景节点的默认值都是 false。

诊断速查表

症状首要检查项最可能原因
接触事件不触发是否设置了 contactDelegate?缺少 contactTestBitMask
隧穿物体速度与墙壁厚度未设置 usesPreciseCollisionDetection
FPS 低showsDrawCount游戏中使用 SKShapeNode 或缺少纹理图集
触摸失效是否启用了 isUserInteractionEnabled?非场景节点的默认值是 false
内存增长showsNodeCount 是否持续增加?创建节点后未将其移除
位置错误Y 轴方向使用了视图坐标,而非场景坐标
切换场景时崩溃是否在 willMove(from:) 中执行清理?对旧场景存在强引用

资源

WWDC:2014-608、2016-610、2017-609

文档:/spritekit/skphysicsbody、/spritekit/maximizing-node-drawing-performance

技能:axiom-spritekit、axiom-spritekit-ref

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