title: iOS: Sprite kit what is the best practice for setting proper size for different iOS device
body: <p>I use sprite kit to make universal game.
  I want to scale original sprites to use it on other devices. My game have pixel graphics so scaling is okay for me.</p>
  
  <p>I'm thinking for best approach when creating sprite and it's size:</p>
  
  <pre><code>let texture = SKTexture(imageNamed: "myTexture")
  texture.filteringMode = SKTextureFilteringMode.Nearest
  
  let sprite = SKSpriteNode(texture: texture, size: CGSize(width: 300, height: 300))
  </code></pre>
  
  <p>I see two ways to do that.<br/>
  <strong>1. Calculate the device ratio.</strong> </p>
  
  <pre><code>let deviceScreenRatio = 300.0 / 620.0
  let sprite = SKSpriteNode(texture: texture)
  </code></pre>
  
  <p>Set up the sprite and then recount, resize it's size:</p>
  
  <pre><code>sprite.size = CGSize(width: Double(sprite.size.width) * deviceScreenRatio, height: Double(sprite.size.height) * deviceScreenRatio)
  </code></pre>
  
  <p><strong>2. Another way. Count different sizes, store it into the .plist and then use it:</strong></p>
  
  <pre><code>let sprite = SKSpriteNode(texture: texture, size: CGSize(width: widthFromPlist, height: heightFromPlist))
  </code></pre>
  
  <p>What is the best way or you know alternative solution? </p>