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Home/ Questions/Q 9210575
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Editorial Team
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Editorial Team
Asked: June 18, 20262026-06-18T01:06:39+00:00 2026-06-18T01:06:39+00:00

I have to classes, Survival and HUDLayer. In my HUDLayer I have a SneakyButton

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I have to classes, Survival and HUDLayer.
In my HUDLayer I have a SneakyButton and with that button I call a method in the Survival.m called -(void)fire but when I call the method I get the error message CCSpriteBatchNode: resizing TextureAtlas capacity from
and I know the method is being called since I check that with a NSLog()

-(void)fire {
NSLog(@"Fire");
}

And in my log it returns Fire as well as that weird warning.
When I get the warning, fps drop to around 30. Anyone got any suggestions?

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  1. Editorial Team
    Editorial Team
    2026-06-18T01:06:40+00:00Added an answer on June 18, 2026 at 1:06 am

    This is what you can find inside cocos2d sources about resizing texture atlas:

    // if we're going beyond the current CCTextureAtlas's capacity,
    // all the previously initialized sprites will need to redo their texture coords
    // this is likely computationally expensive
    

    This is the explication of what is happening:

    The internal array of sprites are increasing because your are adding more sprites to the batch (the log is there just to let you know on debug versions).

    Child nodes also count toward reaching the limit of capacity of the sprite.

    You can try and set a higher limit for your batch node:

    [CCSpriteBatchNode batchNodeWithFile:@"myAtlas.png" capacity:100]; // capacity for 100 objects
    

    to reduce the frequency of this happening.

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