Adding a SKEmitterNode
to a SceneKit Scene via a SpriteKit overlay generates the following exception:
-[MTLDebugRenderCommandEncoder validateFramebufferWithRenderPipelineState:]:1196: failed assertion `For color attachment 0, the render pipeline's pixelFormat (MTLPixelFormatRGBA8Unorm_sRGB) does not match the framebuffer's pixelFormat (MTLPixelFormatBGR10_XR).'
This exception occurs on an iPhone 7 device, but does not appear in the simulator.
Searching online yielded one valid workaround: disabling Metal API Validation
(in Edit Scheme > Options).
What are the drawbacks or gotchas with this workaround?
The obvious benefit is the app now works, but what's the cost?