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Home/ Questions/Q 8479721
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Editorial Team
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Editorial Team
Asked: June 10, 20262026-06-10T19:06:40+00:00 2026-06-10T19:06:40+00:00

I have an app that uses the camera, with a gun image overlaid as

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I have an app that uses the camera, with a gun image overlaid as well as a fire and reload button. On the retina iPad and iPhone, it cycles through 30 images in about a second for the firing animation, and 41 in 2 seconds for the reload animation. All of the images are 1920 x 1080, and on the iPhone they are 1000 x 533. To cycle through the .pngs when the fire button is tapped for example, I am using this in the PlayViewController.m file:

- (IBAction)fire:(id)sender {

// Play the firing animation for the rifle, enable reload button

fireButton.enabled = NO;
type.animationImages  = gunanimload;
type.animationDuration = 1.0;
type.animationRepeatCount = 1;
reloadButton.enabled = YES;
[type startAnimating];

In the viewDidLoad method I create the array and load it with images:

- (void)viewDidLoad
{
[super viewDidLoad];

UIImage* img1 = [UIImage imageNamed:@"rev0001.png"];

... x30

gunanimload = [NSArray arrayWithObjects:img1, ... x30, nil];

}

Even though it should be loading the array when the view loads, it still seems to be doing it when the Fire button is tapped. How would I eliminate this delay? Or is there a (relatively simple) alternative to playing the fire and reload animations?

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  1. Editorial Team
    Editorial Team
    2026-06-10T19:06:41+00:00Added an answer on June 10, 2026 at 7:06 pm

    The UIImage imageNamed method will not load the image until it is needed for display. There are methods to pre-load the images upfront.

    Read this for more information:
    CGImage/UIImage lazily loading on UI thread causes stutter

    Non-lazy image loading in iOS

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