I finally got text to bitmap conversion working this afternoon, but as soon as the bitmap image’s width exceeds 2000, it becomes a black rectangle like what SKLabelNode was doing. Breaking up the text into multiple bitmap images would really complicate the code, so I’d rather avoid that. I also thought about exporting the image, but I got a long image externally and put it in the app, and it came out as a black rectangle. In conclusion, iOS can’t handle images that exceed the size of the screen, so I may need some alternative method to hook up text to SpriteKit physics. I am planning to post on Stack Overflow tomorrow to see if anyone has solutions for this extremely specific problem.