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Home/ Questions/Q 8579819
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Editorial Team
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Editorial Team
Asked: June 11, 20262026-06-11T20:41:33+00:00 2026-06-11T20:41:33+00:00

This is the error I receive: * Terminating app due to uncaught exception ‘NSInternalInconsistencyException’,

  • 0

This is the error I receive:

* Terminating app due to uncaught exception ‘NSInternalInconsistencyException’, reason: ‘CCSprite: setTexture doesn’t work when the sprite is rendered using a CCSpriteBatchNode’

When I am trying to run through an animation.

Here is my creation of the animation:

_tokenAnimation = [[CCAnimation alloc] init];
int frameCount = 12;
for (int i = 1; i <= frameCount; i++)
{
    CCSpriteFrame *frame = [[CCSpriteFrameCache sharedSpriteFrameCache] spriteFrameByName:[NSString stringWithFormat:@"Token Ball 000%d.png", i]];
    [_tokenAnimation addFrame:frame delay:0.1];
}

And here is me calling the animation- haven’t seen this before?

GameObject *creditPickup = [_creditPickups nextSprite];

    creditPickup.position = ccp(_creditPosition.x, _creditPosition.y);
    [creditPickup revive];

    [creditPickup runAction:[CCRepeatForever actionWithAction:[CCAnimate actionWithAnimation:_tokenAnimation restoreOriginalFrame:NO]]];
    [creditPickup runAction: [CCSequence actions:
                              [CCMoveBy actionWithDuration:5.0 position:ccp(-_winSize.width*1.5, 0)],
                              [CCCallFuncN actionWithTarget:self selector:@selector(invisNode:)], nil]];

I hear something about CCSpriteBatchNode’s being bad? If so how can I change the reading of my spritesheet??

Is there something else I’m doing wrong?

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1 Answer

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  1. Editorial Team
    Editorial Team
    2026-06-11T20:41:34+00:00Added an answer on June 11, 2026 at 8:41 pm

    There’s your problem right there:

    CCSprite: setTexture doesn’t work when the sprite is rendered using a
    CCSpriteBatchNode’

    What that means is that none of the CCSprite added as children to a CCSpriteBatchNode can run the setTexture method. The reason is that they all have to use the same texture as their parent CCSpriteBatchNode. So cocos2d disables that method on sprites that are sprite-batched.

    In your case it’s most likely that at least one of the sprite frames of the animation isn’t in the texture used by the CCSpriteBatchNode whose child sprite plays that animation.

    I hear something about CCSpriteBatchNode's being bad?
    

    Yes, it’s bad. So bad, it does moonwalks. 🙂

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