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Home/ Questions/Q 8557299
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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T15:32:37+00:00 2026-06-11T15:32:37+00:00

I did some googling and stackoverflowing, but still remained with the question what to

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I did some googling and stackoverflowing, but still remained with the question what to do.
I have a big navigation-based project, iOS5.1, for iphone.
On couple of VCs i need to include some more or less complicated animations, like a chewing animation of a boy character.
I’ve worked with cocos2d and i know it would be pretty easy to accomplish my goal with cocos2d. But is it possible to include somehow the scenes and layers with coco2sd into needed VC? Or somehow to overlap the view with s scene?
Any hint would be highly appreciated.

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  1. Editorial Team
    Editorial Team
    2026-06-11T15:32:39+00:00Added an answer on June 11, 2026 at 3:32 pm

    Firstly, you need to create a director in your AppDelegate:

    - (BOOL)application:(UIApplication *)application didFinishLaunchingWithOptions:(NSDictionary *)launchOptions {
      // ...
    
      // Create Cocos2D Director
      //
      // Try to use CADisplayLink director
      // if it fails (SDK < 3.1) use the default director
      if( ! [CCDirector setDirectorType:kCCDirectorTypeDisplayLink] )
        [CCDirector setDirectorType:kCCDirectorTypeDefault];
    
      CCDirector *director = [CCDirector sharedDirector];
    }
    

    And in your -viewDidLoad method, add the view which is created by Cocos2D to self.view as a subview:

    - (void)viewDidLoad {
      [super viewDidLoad];
    
      // configre subviews
      // ...
    
      // Add your Cocos2D view
      EAGLView * glView = [EAGLView viewWithFrame:self.view.bounds
                                      pixelFormat:kEAGLColorFormatRGB565
                                      depthFormat:0];
      [glView setAutoresizingMask:UIViewAutoresizingFlexibleWidth | UIViewAutoresizingFlexibleHeight];
      [[CCDirector sharedDirector] setOpenGLView:glView];
      [self.view addSubview:glView];
    
      // Run a blank scene for testing
      CCScene * blankScene = [CCScene node];
      [[CCDirector sharedDirector] runWithScene:blankScene];
    }
    

    You can create your own scene to replace the blankScene then.


    I’d highly recommend you a post on this tech: “How To Integrate Cocos2D and UIKit”. I implement this successfully by reading @Ray’s post! 😉

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