title: Using an SKTextureAtlas instead of just calling the image by name
body: <p>Why would I want to do one of these options over the other... I guess, I don't understand how they differ beyond what I have to code</p>
  
  <p>-make a texture atlas named "HeroSprites.atlas" in Xcode with the image "Hero.png" and possibly other variations in it.</p>
  
  <p>Example 1:</p>
  
  <pre><code>SKSpriteNode* heroSprite = [SKSpriteNode spriteNodeWithImageNamed:@"Hero"];
  //pulls in image from the atlas without having created an atlas object first
  [self addChild: heroSprite];
  </code></pre>
  
  <p>Example 2:</p>
  
  <pre><code>SKTextureAtlas* heroAtlas = [SKTextureAtlas atlasNamed:@"HeroAtlas"];
  SKSpriteNode* heroSprite = [SKSpriteNode spriteNodeWithTexture:[heroAtlas textureNamed:@"Hero"]];
  //pulls in image from the atlas after having created an atlas object first
  [self addChild:heroSprite];
  </code></pre>
  
  <p>As far as I can tell, both seem to load the atlas into memory so that I can call upon all the images within. The only reason I can think for this is if there were identical image names in separate atlases, but it would be easy enough to avoid that.</p>