SKNode position not working, always going to default 0,0

I have fairly well developed SpriteKit game I’m working on, added some code to add a new SKSpriteNode to the Scene, (same as I have done dozens of other places in the code, but for some reason this time it is just ignoring the position I have set for the node, I have tried it by explicit .position = CGPointMake(x,y) and trying the [node setPosition:CGPointMake(x,y)]

Neither work… the node does get added to the scene, but ALWAYS at 0,0, no matter what I do, have checked both the x and y to make sure they are valid and in the range of the scene, and tried to use explicit floats etc, and it doesn’t matter what I do, this node always shows up at 0,0 and it makes absolutely no sense. I am doing everything the same I am doing with dozens of other nodes over the course of game play but this node just won’t show up anywhere but 0,0 no matter what I do:

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  • int width = 64;
    SKSpriteNode *node = [[SKSpriteNode alloc] initWithColor:[SKColor grayColor] size:CGSizeMake(width,25)];
    node.physicsBody = [SKPhysicsBody bodyWithRectangleOfSize:node.size];
    node.physicsBody.dynamic = NO;
    node.position = CGPointMake(200,250);
    //Have also tried [node setPosition:CGPointMake(200,250);
    [self addChild:node];

    I am completely at a loss here, I’ve tried adding .0 to the inputs to the CGPointMake to ensure they are handled as floats nothing… No matter what I do with this node, when it is added to the scene it always defaults to the 0,0 position, and I am frustrated, I am adding all sorts of nodes without incident, just something about this node add that is just not working and can’t figure out what is different or why.

    Solutions Collect From Internet About “SKNode position not working, always going to default 0,0”

    I’ve been having this same issue. I have a subclass of SKSpriteNode that most of my in-game nodes use as a superclass. I’ve added this method, which I use whenever I run into the positioning problem:

    - (void)refreshPhysicsBodyAndSetPosition:(CGPoint)position {
         * Weird thing here: if I just set the position of these nodes, they
         * end up at position (0,0). However, if I remove the physics body, set
         * the position, and then re-add the physics body, the nodes are
         * placed correctly.
        SKPhysicsBody *tempPhysicsBody = self.physicsBody;
        self.physicsBody = nil;
        // Position and re-add physics body
        self.position = position;
        self.physicsBody = tempPhysicsBody;

    Obviously, this isn’t a real answer to the issue, but it’s a workaround that may help some of you. I have a question opened on the Apple Developer forum, which you can view here:

    Hoping I hear back soon.