Sign Up

Sign Up to our social questions and Answers Engine to ask questions, answer people’s questions, and connect with other people.

Have an account? Sign In

Have an account? Sign In Now

Sign In

Login to our social questions & Answers Engine to ask questions answer people’s questions & connect with other people.

Sign Up Here

Forgot Password?

Don't have account, Sign Up Here

Forgot Password

Lost your password? Please enter your email address. You will receive a link and will create a new password via email.

Have an account? Sign In Now

You must login to ask a question.

Forgot Password?

Need An Account, Sign Up Here

Please briefly explain why you feel this question should be reported.

Please briefly explain why you feel this answer should be reported.

Please briefly explain why you feel this user should be reported.

Sign InSign Up

The Archive Base

The Archive Base Logo The Archive Base Logo

The Archive Base Navigation

  • SEARCH
  • Home
  • About Us
  • Blog
  • Contact Us
Search
Ask A Question

Mobile menu

Close
Ask a Question
  • Home
  • Add group
  • Groups page
  • Feed
  • User Profile
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Buy Points
  • Users
  • Help
  • Buy Theme
  • SEARCH
Home/ Questions/Q 6710489
In Process

The Archive Base Latest Questions

Editorial Team
  • 0
Editorial Team
Asked: May 26, 20262026-05-26T08:01:44+00:00 2026-05-26T08:01:44+00:00

[[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:]; That will add sprite frames through a .plist file. I would like

  • 0
[[CCSpriteFrameCache sharedSpriteFrameCache]addSpriteFramesWithFile:];

That will add sprite frames through a .plist file. I would like to ask: if I tried, for whatever reason, to load the same .plist file again, is CCSpriteFrameCache smart enough as to ignore it? Or will it reload it all again, consuming more processing/memory?

  • 1 1 Answer
  • 0 Views
  • 0 Followers
  • 0
Share
  • Facebook
  • Report

Leave an answer
Cancel reply

You must login to add an answer.

Forgot Password?

Need An Account, Sign Up Here

1 Answer

  • Voted
  • Oldest
  • Recent
  • Random
  1. Editorial Team
    Editorial Team
    2026-05-26T08:01:45+00:00Added an answer on May 26, 2026 at 8:01 am

    It will re-use the already loaded texture, but reload the sprite frames in the plist. It will create new sprite frames and throw out the existing ones.

    If you plan to modify a texture atlas and reload it, you’ll have to make sure to remove the texture from the texture cache as well, so that it gets reloaded as well.

    If you’re just lazy and call this method over and over again, it shouldn’t be an issue if you do this between scenes but I wouldn’t do that during gameplay, since each sprite frame is deallocated and a new one allocated, and a lot of other code runs behind the scenes to load the sprite frames.

    • 0
    • Reply
    • Share
      Share
      • Share on Facebook
      • Share on Twitter
      • Share on LinkedIn
      • Share on WhatsApp
      • Report

Sidebar

Related Questions

I have created an animation like [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @Actor.plist]; spriteSheet = [CCSpriteBatchNode batchNodeWithFile:@Actor.pvr.ccz];
I am using following code for sprite animation in cocos2d [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile: @AnimBear.plist];
I have the following code: [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@cow_sprite.plist]; [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@ray_sprite.plist]; [[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@chicken_sprite.plist];
I have a CCLayer class where I create an animated sprite that is the
I have created an animating sprite using CCSpriteBatchNode and CCSprite. I use plist to
What exactly are the restrictions on sprite sheets? The API-reference says this: A CCSPriteSheet
I am giving my first steps with cocos2d-iphone . I am using: CCSpriteFrameCache *frameCache
all I am facing one problem the problem is that I want to hit
How do I avoid unneccesary deallocation? I'm running this code: CCSpriteFrameCache * cache =
I am having a problem with my cocos2d game that supports retina display. Everything

Explore

  • Home
  • Add group
  • Groups page
  • Communities
  • Questions
    • New Questions
    • Trending Questions
    • Must read Questions
    • Hot Questions
  • Polls
  • Tags
  • Badges
  • Users
  • Help
  • SEARCH

Footer

© 2021 The Archive Base. All Rights Reserved
With Love by The Archive Base

Insert/edit link

Enter the destination URL

Or link to existing content

    No search term specified. Showing recent items. Search or use up and down arrow keys to select an item.