title: Using a sprite atlas, texture atlas, or asset catalog in SpriteKit projects
body: <p>Apple's recommended way for organizing assets in a SpriteKit project has changed greatly over the course of the engine's history. There have also been bugs in the old methodology which stymied the implementation of these practices and required workarounds. The old Q&amp;A on SO is full of information that is outdated or muddled by information about dealing with bugs that no longer exist. There needs to be a post on SO that tells how to implement the current solution to this question without being distracted by discussion about outdated workflows or resolved bugs. So the question is this:</p>
  
  <p>How do I organize my image assets in a SpriteKit project? Some Apple docs say to <a href="https://help.apple.com/xcode/mac/current/#/dev0bfaf1ab7" rel="noreferrer">use texture atlases to improve performance</a>. But the <a href="https://developer.apple.com/documentation/spritekit/sktextureatlas" rel="noreferrer"><code>SKTextureAtlas</code> class reference</a> describes options for creating both texture atlases and sprite atlases. Which one should I use and how do I implement it?</p>