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Home/ Questions/Q 9140147
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Editorial Team
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Editorial Team
Asked: June 17, 20262026-06-17T09:28:42+00:00 2026-06-17T09:28:42+00:00

Figured out how to get UIKit and Cocos2D to work together. I’m launching my

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Figured out how to get UIKit and Cocos2D to work together. I’m launching my game play scene (which is supposed to be using Cocos2D) from a UITableViewCell. Problem is, after this method is run…

// MainViewController.h

MainViewController : UIViewController <CCDirectorDelegate,
                                      UITableViewDelegate, 
                                      UITableViewDataSource, 
                                      GKGameCenterControllerDelegate>

// MainViewController.m

-(void)launchGamePlay {
    [self.tableView removeFromSuperview];

    // ... also removing buttons and other assets with removeFromSuperview

    [mainNavBar removeFromSuperview];
    [underView removeFromSuperview];

    CCTransitionRotoZoom *transition = [CCTransitionRotoZoom transitionWithDuration:1.0 scene:[CCGamePlayLayer node]];
    [[CCDirector sharedDirector] runWithScene:transition];
}

…I’m not able to receive touch input on the presented CCGamePlayLayer. I’ve tried messing around with zOrders for both the presenting view controller and the presented cocos scene to no avail. What am I doing wrong?

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  1. Editorial Team
    Editorial Team
    2026-06-17T09:28:42+00:00Added an answer on June 17, 2026 at 9:28 am

    Most likely your MainViewController is receiving the touch input.

    Override the various touchesBegan/Moved/Ended methods in the MainViewController and forward them to cocos2d’s view:

    [[CCDirector sharedDirector].view touchesBegan:touches event:event];
    
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