Designing a game for more than one device is undoubtably a common issue, and yet I haven't found a "best-practices" about this topic. In my reading I've seen people use multiple .SKS files - one for each screen Scene/view size combination, people recommend using percentages of view sizes, and people suggesting using one static size which can be cut off depending on the device: Scale sprite kit game for all devices.
Most of the posts I've seen are 5-7 years old. Using multiple .SKS files or allowing the game to be cut off around the edges don't feel like great solutions. I'm leaning towards using the following code in my viewController to set the SKScene size to the view (which will vary) and then just using ratios like size.height / 5 in the SKScene.
let scene = HomeScene(size: view.bounds.size)
scene.scaleMode = .aspectFill
view.presentScene(scene)
Are there any new best practices that I should bear in mind? I'm working on a simple game that really only needs to work across iPhones with a fixed camera view in which a player moves a sprite around with a fixed "joystick" in the bottom left corner of the screen.