title: Whats the correct way, using "init" or "didmove"?
body: <p>Language: Swift 3.0 --- IDE : Xcode 8.0 beta 2 --- Project : iOS Game (SpriteKit)</p>
  
  <p>I create a game for iOS and i know Apple is really strict with their rules to accept the app/game. So i want to know which is the correct way to setup a game.</p>
  
  <p>I learned from google to create a new SpriteKit Project and do the following setup :</p>
  
  <p>In <strong>GameViewController.swift</strong> clear viewDidLoad() and add all this :</p>
  
  <pre><code>override func viewDidLoad() {
      super.viewDidLoad()
      let skView = self.view as! SKView
  
      let scene = GameScene(size: skView.bounds.size)
      scene.scaleMode = .aspectFit
  
      skView.presentScene(scene)
  }
  </code></pre>
  
  <p>In <strong>GameScene.swift</strong> delete everything and leave this code :</p>
  
  <pre><code>import SpriteKit
  
  class GameScene: SKScene {
      required init?(coder aDecoder: NSCoder) {
          super.init(coder: aDecoder)
      }
  
      override init(size: CGSize) {
          super.init(size: size)
          // add all the code of the game here...
      }
  
  }
  </code></pre>
  
  <p><strong>and develop my game inside override init</strong></p>
  
  <p>But I think thats actually wrong to start the game with init. And that the right way is to use the didMove() method. So should the code be written inside here? :</p>
  
  <pre><code>override func didMove(to view: SKView) {
      &lt;#code#&gt;
  }
  </code></pre>
  
  <p>Does anyone know which one is the correct way? And why? Also if its wrong the way i do it, can you explain me how to use didMove method?</p>
  
  <p>Don't know if this is a silly question just bothered me that using init is wrong and wanted to ask if someone knows more about this.</p>