In fact I only have one iPhone and even though every year I don't want to be stuck with a buggy device that makes me wanna kill someone, I always end up breaking against that strong Apple-magnetic-field, and I end up installing the betas >_>Yeah I am using imaged Named sprites.
When you say you upgraded to swift 2 that means you used the betas tho? Where you just playing around with the beta?
In fact I published version 1.0 of my game, and suspected Apple wouldn't release it before September 1st, which means my update 1.01 will happen somewhere around the day iOS 9 is getting released, assuming it's released around September 15. So I ended up converting all my game to Swift 2, and it took me 4 hours. (it's a puzzle game based on a heavily modified version of Ray Wenderlich's Cookie Crunch tutorial, which taught me a lot)
I also thought it was about the code not being upgrade to Swift 2 or not being compiled on Xcode 7, but then I realized this week it's not the case... it's really all about running an app on iOS 9.I have seen one thing where my game on iPad with iOS 9 can change some characters resolution, maybe that's what You mean. I thought it was just a iOS 9 thing and Xcode/swift not bring upgraded yet.
And no, the bug I saw is not about changing resolution. The ONLY way I can think of changing resolution would be if you have two images, say Tree.png and Tree@2x~iphone.png, then yes, it would load Tree.png like 5% of the time, and it's a bug. If both files don't have the same resolution, it could be what you're referring to.
In my case, I had sprites that wouldn't appear at all, AND sprites flashing white. I had characters that blinked from the eyes, and when they would blink I'd assign the same size than the original eyes-open sprite. What would happen 5% of the time is : the sprite is not found, so it assigns a 0x0 white sprite, and assigns the original size to it. Which means I'd see white squares flickering in the app, it's very annoying... :-/
At this point Swift 2 sounds pretty stable, I don't think it's going to change until the GM. Xcode 7 Beta 5 also did a fairly good job. And to be honest, Swift 2 has detected a bunch of optimization cases in my game that Swift 1 doesn't detect, say for instance un-used variables (it reported like 25 of them, found it pretty astonishing!).I would be worried using Xcode 7 and swift 2 while still in beta to upgrade my game, will wait till the GM I think.
Warning : You can't release an App compiled on a beta compiler, which means that you need a final version of Xcode to do so. So if you convert anything to Swift 2, you can't release it unless iOS 9 gets released.
Yes, I'm using both, of course you can PM me, I'll try to do my best. As I said it's a hobby, I don't consider myself an expert, but if I can be of any help, I'll be glad to do so.An off topic question are you using SKActions play sound file with name And does you game use iAds? If so I would love to PM you some questions/tips