Contact Test Bit Mask not working proper - testing

contactTestBitMask works in general but if the graphic is too complex contactTestBitMask freaks out and you have only a small contact area or get weird errors. What can i do there?
This is an image about my area:
class GameScene: SKScene, SKPhysicsContactDelegate {
let WallCategory : UInt32 = 0x1 << 1
let ShipCategory : UInt32 = 0x1 << 2
var counter = 0
var userCanBuild1Building = false
var KameraSichtVar:SKCameraNode = SKCameraNode()
var touched:Bool = false
var startTouch = CGPointMake(0, 0)
//------------------------------
var draufgeklickt:CGPoint = CGPoint()
var draufgeklicktUpdate:CGPoint = CGPoint()
var userWantScroll = false
var userWantBuild = false
let wohnhausBlue = SKSpriteNode(imageNamed:"wohnhausBlue")
let buildMenu = SKSpriteNode(imageNamed:"Buildmenu")
var hitDetected = false
let actualBuilding = SKSpriteNode()
var userWantUpgrade : Bool = false
//var theBuildingBefore = SKSpriteNode()
//var houseLvlSave : Int = 0
var uphausSave : String = ""
func didBeginContact(contact: SKPhysicsContact) {
var BuildingObject: SKPhysicsBody
var ClickObject: SKPhysicsBody
if contact.bodyA.categoryBitMask < contact.bodyB.categoryBitMask
{
BuildingObject = contact.bodyA
ClickObject = contact.bodyB
}
else
{
BuildingObject = contact.bodyB
ClickObject = contact.bodyA
}
// upgrade Building
let name = BuildingObject.node!.name
let HouseLvL: Int = Int(name!)!
if HouseLvL > 0 && userCanBuild1Building == true{
userCanBuild1Building = false
let touchedBuilding = SKSpriteNode(imageNamed: BuildingObject.node!.name!)
touchedBuilding.name = BuildingObject.node!.name
let name = BuildingObject.node!.name
var HouseLvL: Int = Int(name!)!
HouseLvL = HouseLvL + 1
let uphaus = String(HouseLvL)
let setSpriteTexture = SKAction.setTexture(SKTexture(imageNamed: uphaus))
let upSize = SKSpriteNode(imageNamed: uphaus)
let resizeHousewidth = SKAction.resizeToWidth(upSize.size.width, duration: 0)
let resizeHouseheight = SKAction.resizeToHeight(upSize.size.height, duration: 0)
touchedBuilding.runAction(resizeHousewidth)
touchedBuilding.runAction(resizeHouseheight)
touchedBuilding.runAction(setSpriteTexture)
touchedBuilding.name = "\(uphaus)"
touchedBuilding.position = BuildingObject.node!.position
touchedBuilding.zPosition = BuildingObject.node!.zPosition
touchedBuilding.userInteractionEnabled = false
let upgradedbuilding = SKSpriteNode(imageNamed: uphaus)
touchedBuilding.size = CGSizeMake(upgradedbuilding.size.width, upgradedbuilding.size.height)
touchedBuilding.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed:"\(uphaus)"), size: upgradedbuilding.size)
touchedBuilding.physicsBody?.categoryBitMask = WallCategory
touchedBuilding.physicsBody?.affectedByGravity = false
touchedBuilding.physicsBody?.dynamic = true
touchedBuilding.physicsBody?.collisionBitMask = 0
addChild(touchedBuilding)
BuildingObject.node?.removeFromParent()
ClickObject.node?.removeFromParent()
}
if HouseLvL == 0
{
ClickObject.node?.removeFromParent()
}
}`override func didMoveToView(view: SKView) {
/* Setup your scene here */
if let KameraSicht:SKCameraNode = self.childNodeWithName("Kamera") as? SKCameraNode{
KameraSichtVar = KameraSicht
self.camera = KameraSichtVar
}
physicsWorld.contactDelegate = self
self.physicsWorld.gravity = CGVectorMake(0, 0)
func addBG(){
let background = SKSpriteNode(imageNamed: "0")
background.name = "0"
background.anchorPoint = CGPointMake(0.5, 0.5)
background.zPosition = 2
background.position = CGPointMake(CGRectGetMinX(self.frame)+self.frame.width/4, CGRectGetMaxY(self.frame)-self.frame.height/4)
background.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: "0"), size: background.size)
//background.physicsBody = SKPhysicsBody(rectangleOfSize: background.size)
background.physicsBody?.categoryBitMask = WallCategory
background.physicsBody?.affectedByGravity = false
background.physicsBody?.dynamic = true
background.physicsBody?.collisionBitMask = 0
self.addChild(background)
}
addBG()
let wall = SKSpriteNode(imageNamed:"1" )
wall.name = "1"
wall.zPosition = 10
//wall.xScale = 3
//wall.yScale = 3
wall.size = CGSizeMake(100, 100)
wall.position = CGPoint(x:CGRectGetMidX(self.frame), y:CGRectGetMidY(self.frame))
wall.physicsBody = SKPhysicsBody(texture: SKTexture(imageNamed: wall.name!), size: wall.size)
//wall.physicsBody = SKPhysicsBody(rectangleOfSize: wall.size)
wall.physicsBody?.affectedByGravity = false
wall.physicsBody?.dynamic = false
wall.physicsBody!.categoryBitMask = WallCategory
wall.physicsBody?.collisionBitMask = 0
self.addChild(wall)
}
`

ok i found the solution. the problem was the weird behavior of the contactTestBitMask when you use this graphic.(it only detected a contact in a small area of the graphic). the reason for that is that the graphic have separated shapes (like the half ring and some other small stuff).
i connected all shape so that its only one shape and now everything works perfectly fine. also tried it with some other graphics and the behavior of contactTestBitMask is: if you have separated shapes in your graphic, contactTestBitMask take exactly one of the shapes and make it the contact area ...but the other shapes in your graphic will not detect a contact then...

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