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Home/ Questions/Q 6831173
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Editorial Team
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Editorial Team
Asked: May 26, 20262026-05-26T22:42:22+00:00 2026-05-26T22:42:22+00:00

I have a CCSprite that is initialized using [CCSprite spriteWithSpriteFrameName:@plist_file_key_here.png] . I have already

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I have a CCSprite that is initialized using [CCSprite spriteWithSpriteFrameName:@"plist_file_key_here.png"]. I have already added all the sprites from my plist file to CCSpriteFrameCache. I have tried setting the texture like this:

CCSpriteFrame * frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:name];
NSAssert(frame.texture!=nil, @"frame.texture can't equal nil"); //this works fine
[sprite setTexture:frame.texture]; //doesn't cause a white square to appear, just doesn't switch the image.

As I said in my comments, this doesn’t work. I think it has something to do with the difference between using [CCSprite spriteWithFile:] and [CCSprite spriteWithSpriteFrameName:], which relies on sprite frames loaded into the CCSpriteFrameCache from a texture atlas. When using sprites loaded from a texture atlas, the texture of each sprite is equal to the texture of the sprite sheet. Is there any way around this or do I have to remove and recreate the sprite? If that is my only option, is there a way of removing a ccnode from its parent but preserving its children?

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  1. Editorial Team
    Editorial Team
    2026-05-26T22:42:22+00:00Added an answer on May 26, 2026 at 10:42 pm

    The API Reference to rescue!

    When you have a texture with sprite frame, you don’t want to change the texture but the sprite frame the sprite uses. That you can do as follows:

    CCSpriteFrameCache* cache = [CCSpriteFrameCache sharedSpriteFrameCache];
    CCSpriteFrame* frame = [cache spriteFrameByName:name];
    sprite.displayFrame = frame;
    

    in cocos2d v3 it would need to be:

    sprite.spriteFrame = frame;
    
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