# Cocos2d how to correctly preload a spritesheet before the scene start?

I'm working on a game with Objective-C and Cocos2d, the game has a huge number of images, and obviously as I add images on the spritesheet (well yes I'm using spritesheets) the loading time get longer, I've seen a huge increasing in loading time since the last update (I had to add a lot of stuff) and that's why I truly need to preload the entire spritesheet before the game start. So here is what I don't know exactly how to do, I'm using this method in the appDelegate in the applicationDidFinishLaunchingWithOptions method:

[[CCSpriteFrameCache sharedSpriteFrameCache] addSpriteFramesWithFile:@"spriteSheetFile.plist"];


but seems to do nothing. There is surely something I'm missing...

I've also tried:

[[CCTextureCache sharedTextureCache] addImageAsync:image_png target:self selector:@selector(loadImage:)];


but to be honest I'm not sure on how to use this with a spritesheet...

so my question is: what here is wrong and how can I preload a spritesheet full of sprites before the game start? and also what I'm not totally sure about is, if I preload a spritesheet, this means that when the game start the sprite needs to be draw the first time, there is where the loading comes from? how can I make this scene loading as fastest as It can?

any help would be great, thanks