'Light Sources Canceling Each Other Out in SKLightNode
In my game, I have torches that I wish to provide light. The code is:
let light = SKLightNode();
light.position = CGPoint(x: 0, y: 0)
light.falloff = 3
light.zPosition = 2000
light.categoryBitMask = 0b0001
light.lightColor = .white
self.addChild(light)
For each of my sprites I want to be affected by the light, I do this:
sprite.lightingBitMask = 0b0001
It seems that some of my torches are actually canceling each other out like in the attached screenshot. I'm thinking that I don't understand how the fallout property works.
Sources
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Source: Stack Overflow
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