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SceneKit-Adding a button to SceneKit

Time:11-12

I am used to SpriteKit and just getting into SceneKit. Ive seen similar questions, all not quite what I am looking for. I can create a button in SpriteKit like this :

//setup the button
var oneButton = SKSpriteNode(imageNamed: "") 

oneButton.name = "oneButton"
    oneButton.position = CGPoint(x: -200, y: 400)
    oneButton.zPosition = 8
    oneButton.anchorPoint = CGPoint(x: 0.5, y: 0.5)
    oneButton.size = CGSize(width: 150, height: 150)
    addChild(oneButton)


//call the button
override func touchesBegan(_ touches: Set<UITouch>, with event: UIEvent?) {
        if let touch = touches.first {
          let location = touch.previousLocation(in: self)
          let node = self.nodes(at: location).first
            
        if node?.name == "oneButton" {
           
        //when button tapped this code will happen

      }

     }

How would I go about doing something like this in SceneKit?

CodePudding user response:

You can keep doing what you are doing in SpriteKit! Make an SKScene, add your buttons to it, then set that SKScene as the SCNView's overlaySKScene:

yourScnView.overlaySKScene = yourSKSceneWithTheButtons
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