Sounds right. Make sure that you also activate the creation of the atlas in the Xcode settings (see the official documentation about this, with step-by-step images).
Then, assuming your atlas folder is called "somefolder.atlas" and it contains the file "1.png", you would do something like this:
SKTextureAtlas *atlas = [SKTextureAtlas atlasNamed:@"somefolder"];
SKTexture *texture = [atlas textureNamed:@"1"];
SKSpriteNode *sprite = [SKSpriteNode spriteWithTexture:texture];
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