Duplicating a particle emitter effect in Sprite Kit
<p>I need to have a particle emitters effects to appear duplicated in 2 spots (For split screen purposes),  I am wondering if anybody has come across a way of doing this. My goal is to have this running on iOS 10.  Here is what I have tried so far.</p>

<ol>
<li>Assigning <code>targetNode</code> to an <code>SKNode</code> and then copying <code>SKNode</code> every frame: <code>targetNode</code> does not work in iOS 10 for me.  </li>
<li>Assigning the particle emitter to an <code>SKNode</code>, and using <code>view.textureFromNode</code> to make a texture to copy every frame : takes 1/120th of a frame, too slow for me.  </li>
<li>Assigning a custom action to a particle node that duplicates the node into another <code>SKNode</code> : Actions will not run on iOS 10  </li>
<li>Copying the existing particle node in hopes that the seed is not random : The seed is random</li>
<li>Tried copying the particle emitter on update : Particle just spawns at origin</li>
<li>Tried SKReferenceNode : Just a copy of the emitter, runs on its own</li>
</ol>

<p>The only option I am left for true emitting is writing my own particle emitter, which I am trying to avoid, so I am wondering if anybody else had this problem and knew of a solution to achieve desired effect.</p>

<p>The other thing I could do is prerendering the emitters, but this will take up a lot of texture memory if I go this route.</p>

<p>Edit:  To help visualize,  I drew a picture,  The white border shows where the Split Screen happens.  The black border shows where the scene wrapping happens.
<a href="https://i.stack.imgur.com/coFcg.png" rel="nofollow noreferrer"><img src="https://i.stack.imgur.com/coFcg.png" alt="enter image description here"></a></p>

<p>As of right now, both Player 1 and Player 2 are on the original scene.</p>

<p>Player 2 is walking right and is about to hit a world wrap to move him to the left hand side of the world, but he has not hit it yet.  So I need to have a copy of the scene happening so that it visually looks like one scene.  Since player 1 is still on the original scene, the original emitter needs to stay in place.  Player 2 is going to have to see the same image happening in the copy,  otherwise once he passes that border, a "glitchy" effect will happen, and the illusion of wrapping is now gone.</p>

<p>Final Result:</p>

<p>We just said F%%% it,  Player 1 and Player 2 will be looking at different emitter nodes, we will just attach the emitters to each players camera when needed.</p>