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Apple today seeded Xcode 7 beta 6 to registered developers, more than two weeks after releasing Xcode 7 beta 5 alongside the fifth beta of iOS 9.

Xcode 7 beta 6 can be downloaded from the software update mechanism in the Mac App Store or through the Apple Developer Center.

xcode7beta6-800x178.jpg

Xcode 7 is designed to accompany Apple's next-generation operating systems: iOS 9, OS X 10.11 El Capitan, and watchOS 2, all of which will be released to the public in the coming weeks. Xcode 7 supports Swift 2.0 and includes new features like user interface testing and updated playgrounds.

Article Link: Apple Seeds Xcode 7 Beta 6 to Developers
 
Ewwww, it still contains iOS 9 Beta 5, which means it's probably indeed the last beta...

Which leaves huge uncertainty as to if Apple will fix that critical SpriteKit bug or not. So far it's been there through all the betas... If it makes it to the final release a lot of developers like me are gonna get huge thumbs down on the App Store, and Apple never even bothered giving me feed-back about it after I reported it.
 
With Xcode 7b6 shipping with iOS9b5 SDK, it looks as though there won't be a iOS9/watchOS2 beta 6 this week :-(
 
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Ewwww, it still contains iOS 9 Beta 5, which means it's probably indeed the last beta...

Which leaves huge uncertainty as to if Apple will fix that critical SpriteKit bug or not. So far it's been there through all the betas... If it makes it to the final release a lot of developers like me are gonna get huge thumbs down on the App Store, and Apple never even bothered giving me feed-back about it after I reported it.

Can you report it again?
 
Ewwww, it still contains iOS 9 Beta 5, which means it's probably indeed the last beta...

Which leaves huge uncertainty as to if Apple will fix that critical SpriteKit bug or not. So far it's been there through all the betas... If it makes it to the final release a lot of developers like me are gonna get huge thumbs down on the App Store, and Apple never even bothered giving me feed-back about it after I reported it.
Report it again setting it to the latest beta build.
 
Doesn't Apple normally explicitly label the last beta a GM when dealing with .0 releases?
 
Will we be able to write 100% Swift apps, or is interfacing with Objective-C still needed?
 
Which leaves huge uncertainty as to if Apple will fix that critical SpriteKit bug or not. So far it's been there through all the betas... If it makes it to the final release a lot of developers like me are gonna get huge thumbs down on the App Store, and Apple never even bothered giving me feed-back about it after I reported it.

Just out of curiosity, what bug is that?
 
If final release could solve almost every obvious bug in this beta, this would be perfect.
 
This yearly release cycle is really not working well for Apple. OS X is nowhere near as reliable as it once was. There was a reason people stuck with Snow Leopard for so long. 10.6.8 (or was it 10.6.9) was a great and stable release, which unfortunately hasn't seen a repeat. They just don't have the time to fix every obscure bug that needs to be fixed before heading head-first into the next major release... iOS seems to have always suffered from this somewhat.
 
Just out of curiosity, what bug is that?
Are you referring to the atlas bug -http://stackoverflow.com/questions/31350557/major-xcode-7-sprite-kit-atlas-bug? If you post your radar, I can reference it in mine as well.

iOSBry

No, it's another one. In fact, it's a bug where sprites don't always load when developers have included device-specific images in their game (iPhone images, iPad images, ...). What happens is, it won't load any image and your sprite will have a size of (0,0). If you force a specific size, it will become a white square or rectangle.

There are two scenarios :

CASE #1
If the image comes from an Image Asset, it will simply never load.
The workaround is to absolutely add .png, i.e. :
let image = SKSpriteNode(imageNamed: "Image.png")
Then it will correctly load device-specific images.

CASE #2
If the image comes from a Texture Atlas, then it's randomly working. It will work like 95% of the time generally, but it can go down to 80%.
let image = SKSpriteNode(imageNamed: "Image.png")
Will sometimes work, sometimes not if you have images named Image@2x~iphone.png, Image@2x~ipad.png, and so on. I have a script in my game which execute this line of code like 100 times, and not all sprites appear in iOS 9, it's fine in iOS 8. The position is the same across both iOS.
The only workaround here is to use Universal images.

Here's the summary of my Radar #22311428:
Steps to Reproduce:
1. Create a new SpriteKit Game with File > New > Project > Game
2. Navigate to Assets.xcassets and locate the Spaceship image
3. In the Inspector, check iPhone and iPad versions of the Spaceship image
4. Fill in the iPhone and iPad versions of the Spaceship image (i.e. by duplicating the png file for example)
5. Uncheck the Universal version of the Spaceship image
6. Run the game, say on the iPhone, and click anywhere on the screen.

Expected Results:
The Spaceship should appear, because an iPhone-specific version of the image has been defined.

Actual Results:
The Spaceship will not appear anymore.
The Xcode debugger makes no mention that the file is "not found", which means it does exist.
 
Make sure you file a radar. Reporting bugs here doesn't solve bugs.

Ewwww, it still contains iOS 9 Beta 5, which means it's probably indeed the last beta...

Which leaves huge uncertainty as to if Apple will fix that critical SpriteKit bug or not. So far it's been there through all the betas... If it makes it to the final release a lot of developers like me are gonna get huge thumbs down on the App Store, and Apple never even bothered giving me feed-back about it after I reported it.
 
Doesn't Apple normally explicitly label the last beta a GM when dealing with .0 releases?
No, there is usually a new GM build released on the day of the keynote to developers, and that build is pushed to the public the following week.

Apple is in crunch mode. 2 weeks until keynote, and who knows how many millions of iPhone's need to be loaded with the GM firmware and boxed up.
 
This yearly release cycle is really not working well for Apple. OS X is nowhere near as reliable as it once was. There was a reason people stuck with Snow Leopard for so long. 10.6.8 (or was it 10.6.9) was a great and stable release, which unfortunately hasn't seen a repeat. They just don't have the time to fix every obscure bug that needs to be fixed before heading head-first into the next major release... iOS seems to have always suffered from this somewhat.


Maybe they should leap frog the major releases. One year iOS and the next year OS X.
 
Is anyone seeing this in the software update mechanism in the Mac App Store?
I haven't seen Xcode BETAs in there before (I've seen OS X Betas).

Gary

As far as I know, Xcode has never been in the MAS as a beta version. You'll need to get those from the Developer website.
 
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