Xcode Error in Scene Editor and Entity/Component Architecture

Hello, I'm writing to report an issue (or a documentation error).

I am using the Entity/Component Architecture incorporated in the GamePlayKit framework. Additionally, I want to take advantage of the user interface provided by the Scene Editor. This is essential for me if I want to involve more people in the project.

The issue occurs when linking the user interface data with the GKScene of the aforementioned framework.

The first issue arises when adding a component through the interface as shown in the image

Then at that moment:

if let scene = GKScene(fileNamed: "GameScene") {
    
    // Get the SKScene from the loaded GKScene
    if let sceneNode = scene.rootNode as! GameScene? {

Scene.rootNode is nil, and the scene is not presented.

However, I can work around this issue by initializing the scene separately:

if let scene = GKScene(fileNamed: "GameScene") {
    
    // Get the SKScene loaded separately
    if let sceneNode = SKScene(fileNamed: "GameScene") as! GameScene? {

But from here, two issues arise:

The node contains a component, and the scene has been loaded separately

  1. When trying to access a specific entity through its SKSpriteNode:
self.node?.entity // Is nil

It becomes very difficult to access a specific entity. When adding a component, an entity is automatically created. This is demonstrated here:

The node contains a component, and the scene has been loaded separately.

I only have one way to access this entity, and since there is only one, it's easy:

sceneNode.entities[0]
  1. But even so, it's not very useful because when I try to access its components, it turns out they don't exist.

I just wanted to mention this because it would be very helpful for me if this issue could be resolved.

Thank you very much in advance.