Since my sample project was deleted (I thought this would be much easier to test), I will post some code and images to illustrate my point.
Here are sample images
My atlas setup:
My launch image setup:
The code where I add these sprites to my scene
override func didMoveToView(view: SKView) {
let texture = SKTextureAtlas(named: "scenery")
let test = SKSpriteNode(texture: texture.textureNamed("test"))
test.position = CGPoint(x: self.size.width/2, y: self.size.height/2)
self.addChild(test)
}
These are my results:
iPhone 5 simulator:
iPhone 6 plus simulator:
I've tried changing the launch image to use the asset catalog. Then the iPhone 6 plus seems to upscale a 2x screen. It's still loading the 2x image, but scales it up.
I need it to load my 3x image and be to scale with my 2x image.
Gabuh's answer below pointed me in the right direction. Works on a new project. However, if I use his solution for my real SpriteKit project my 3x images don't get downscaled. They are 3x bigger than they should be.
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