SKEmitterNode iOS 8 vs iOS 9 How do I get the same result?

I have a fruit ninja like game using Swift -> SpriteKit. Everything works fine on iOS 8, but on iOS 9 SKEmitterNode has a little strange behavior. This is what I get from the blade effect on both:

enter image description here

 func emitterNodeWithColor(color:UIColor)->SKEmitterNode {
let emitterNode:SKEmitterNode = SKEmitterNode()
emitterNode.particleTexture = SKTexture(imageNamed: "spark.png")
emitterNode.particleBirthRate = 3000
emitterNode.particleLifetime = 0.2
emitterNode.particleLifetimeRange = 0

emitterNode.particlePositionRange = CGVectorMake(0.0, 0.0)

emitterNode.particleSpeed = 0.0
emitterNode.particleSpeedRange = 0.0

emitterNode.particleAlpha = 0.8
emitterNode.particleAlphaRange = 0.2
emitterNode.particleAlphaSpeed = -0.45

emitterNode.particleScale = 0.5
emitterNode.particleScaleRange = 0.001
emitterNode.particleScaleSpeed = -1

emitterNode.particleRotation = 0
emitterNode.particleRotationRange = 0
emitterNode.particleRotationSpeed = 0

emitterNode.particleColorBlendFactor = 1
emitterNode.particleColorBlendFactorRange = 0
emitterNode.particleColorBlendFactorSpeed = 0

emitterNode.particleColor = color
emitterNode.particleBlendMode = SKBlendMode.Add

return emitterNode

      

}

let emitter:SKEmitterNode = emitterNodeWithColor(color)
emitter.targetNode = target
emitter.zPosition = 0
tip.addChild(emitter)

      

This is the method I use with all parameters. Same for both, but the result is different. Any ideas how I can make the effect in iOS 9 the same as iOS 8?

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I ran into the same problem in my project. Emitter performance is low in iOS9 (metal version not finished?), So Apple turned off drawing interpolation to slightly increase performance (drawing speed is limited to 60fps, nothing is displayed between the two frames). My solution is to implement the tail itself, which is simple:

class TailNode: SKSpriteNode {

var tailTexture: SKTexture!
var tailSize: CGSize! = CGSizeMake(30, 30)
var tailColor: SKColor!
var tailBlendMode: SKBlendMode!
var initialAlpha: CGFloat = 0.6
var initialScale: CGFloat = 0
var finalScale: CGFloat = 1
var particleLife: NSTimeInterval = 0.1

var running: Bool = false
var particleAction: SKAction!
var lastParticle: SKSpriteNode?

var battleScene: BattleScene {
    return self.scene as! BattleScene
}

convenience init(tailTexture: SKTexture, tailSize: CGSize, tailColor: SKColor, tailBlendMode: SKBlendMode, initialAlpha: CGFloat, initialScale: CGFloat, finalScale: CGFloat, particleLife: NSTimeInterval) {
    self.init(texture: nil, color: SKColor.whiteColor(), size: CGSize(width: 0, height: 0))
    self.tailTexture = tailTexture
    self.tailSize = tailSize
    self.tailColor = tailColor
    self.tailBlendMode = tailBlendMode
    self.initialAlpha = initialAlpha
    self.initialScale = initialScale
    self.finalScale = finalScale
    self.particleLife = particleLife

    let fadeAction = SKAction.fadeAlphaTo(0, duration: particleLife)
    let scaleAction = SKAction.scaleTo(finalScale, duration: particleLife)
    let removeAction = SKAction.removeFromParent()
    self.particleAction = SKAction.sequence([SKAction.group([fadeAction, scaleAction]), removeAction])
}

func updateWithTimeSinceLastUpdate(interval: NSTimeInterval) {
    if running {
        let particlePosition = battleScene.convertPoint(battleScene.convertPoint(self.position, fromNode: self.parent!),
                                                    toNode:battleScene.worldLayers[.UnderCharacter]!)
        if lastParticle == nil || lastParticle!.parent == nil {
            lastParticle = nil
        } else {
            let lastPosition = lastParticle!.position
            let x = lastPosition.x + (particlePosition.x - lastPosition.x)*0.5
            let y = lastPosition.y + (particlePosition.y - lastPosition.y)*0.5
            newParticleAtPosition(CGPointMake(x, y), withDelay: interval*0.5)
        }
        lastParticle = newParticleAtPosition(particlePosition, withDelay: interval)
    }
}

func newParticleAtPosition(position: CGPoint, withDelay delay: NSTimeInterval) -> SKSpriteNode {
    let myParticle = SKSpriteNode(texture: tailTexture, color: tailColor, size: tailSize)
    myParticle.colorBlendFactor = 1
    myParticle.blendMode = tailBlendMode
    myParticle.alpha = initialAlpha
    myParticle.setScale(initialScale)
    myParticle.position = position
    battleScene.addNode(myParticle, atWorldLayer: .UnderCharacter)
    myParticle.runAction(SKAction.sequence([SKAction.waitForDuration(delay), particleAction]))
    return myParticle
}

      



}

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