I've just updated to XCode 13.0 (13A233), and I noticed that my project behaves differently (on the simulator). Here is a snippet of the code: class GameScene: SKScene { override func didMove(to view: SKView) { let backgroundSprite = SKSpriteNode(imageNamed: background) backgroundSprite.position = CGPoint(x: 512, y: 384) backgroundSprite.blendMode = .replace backgroundSprite.zPosition = -1 addChild(backgroundSprite) physicsBody = SKPhysicsBody(edgeLoopFrom: frame) makeSlot(at: CGPoint(x:128, y:0), isGood: true) makeSlot(at: CGPoint(x:384, y:0), isGood: false) makeSlot(at: CGPoint(x:640, y:0), isGood: true) makeSlot(at: CGPoint(x:896, y:0), isGood: false) } func makeSlot(at position: CGPoint, isGood: Bool){ let slotSprite: SKSpriteNode if isGood { slotSprite = SKSpriteNode(imageNamed: slotBaseGood) } else { slotSprite = SKSpriteNode(imageNamed: slotBaseBad) } slotSprite.position = position slotSprite.physicsBody = SKPhysicsBody(rectangleOf: slotSpr