How are we supposed to use the Scene Editor if we want to use universal image assets?
I have my .sks scene frame at 1024 x 768 resolution, because I'm targeting iPad primarily. If I add a SKSpriteNode in the Scene Editor and set it a texture, such as this one from the DemoBots sample project, it'll look fine on any device that conforms to the above resolution, namely iPad non-retina and retina. However, on any other resolution, such as iPad Pro or any iPhone, it doesn't convert to the universal device variant. I'm assuming this is because the sprite frame dimensions are defined in Scene Editor, and even if the image changes with the universal asset, it still gets rendered by the frame assigned in the Scene Editor.
If I add another SKSpriteNode of the same texture in code, it works fine. In the image below, the smaller image is added in code and the larger in Scene Editor:
http://i66.tinypic.com/29gfsj7.jpg
I'm sorta fine with designing element positions so that I only place them somewhat in the right place in Scene Editor and override the positions correctly in code. This allows me to be universal in positioning elements, although it's far from ideal. However, if I can't set the actual images in Scene Editor, it kinda defeats the purpose of using it altogether. Currently it looks like I would only be able to put placeholders of everything in Scene Editor and add all the actual images and positions in code.
Is the Scene Editor designed to completely disregard universal design? Or are we supposed to make separate scenes for each resolution (GameScene-iPad, GameScene-iPadPro, GameScene-iPhone, GameScene-tv, etc.)?