I saw that in XCode 6 there is a built in level editor. I could not find a lot of documentation on how to use it or how it works, but I was able to figure out how to use it to make SKSpriteNodes then link them to a .swift file using childNodeWithName(). When you make a new SpriteKit project, it starts with a GameScene.swift and a GameScene.sks. I was able to use these to make one level visually, then I could code for it in the GameScene.swift, but when I tried to make my own .sks and .swift file for a new level, I could not connect the .sks and the .swift file I had made. I tried following this tutorial exactly:
When I connected the two files no errors came up, and then when I transitioned to the scene it transitioned properly, but nothing that I added visually to the .sks showed up in the simulator. Please help, I've spent hours researching solutions for this. The very few tutorials and forums that I was able to find about the level editor only talked about the GameScene.swift and .sks that start with a new SpriteKit project.
This method will unarchive an sks file and initialise it as whichever SKNode subclass it is called on. This means you can unarchive a file as an SKNode (so the root node will be an SKNode) and add it as a child to your scene. You can also unarchive a file as GameScene or any SKNode subclass.
Use it like this:
or
By the time of this answer (Xcode 8.2.1) the 'simple' way of doing it is: Select the .sks file on the Project Navigator so the Graphic Editor shows up. Then going to the Utilities Area (Right Side), under the "Custom Class Inspector" tab; "Custom Class" field, type the name of the class in your .swift file.