Preloading textures in SpriteKit
<p>I've done some research and I can't seem to find anything that clearly explains how to go about preloading both single textures and textures within animations. I'm currently using <code>Atlas</code>'s in <code>Assets.xcassets</code> to group related animation images. Does having my images in the Atlas mean that they are preloaded? As far as single images, does it make sense to declare the texture before <code>GameScene</code> like this: <code>let laserImage = SKTexture(imageNamed: "Sprites/laser.jpg")</code> and then (for example) within one of my SKSpriteNode subclass I can just pass <code>laserImage</code> through? </p>

<p>I ultimately wanted to know if there was a well defined way of going about this or if I should just store each texture as a constant before <code>GameScene</code>. Any advice on the proper (and most efficient) way of going about this would be great.</p>