Updating SKScene along side SKRenderer

I am wondering if anyone has found the correct way to setup the
func update(_ currentTime: TimeInterval) with the SKRenderer. As I am having difficulty moving the SKCamera.

When using SKRenderer in a SpriteKit application, handling the camera movement with the update(_:) function can be a bit different compared to a standard SKScene. Here’s a general approach to correctly update the myloyola camera position using SKCameraNode.

Setting Up SKRenderer with SKCameraNode

  1. Initialize SKRenderer and SKScene: Make sure you have set up your SKRenderer and an SKScene properly.

class GameViewController: UIViewController {
var skView: SKView!
var scene: GameScene!

override func viewDidLoad() {
    super.viewDidLoad()
    skView = SKView(frame: view.bounds)
    view.addSubview(skView)

    scene = GameScene(size: skView.bounds.size)
    skView.presentScene(scene)
}

}
Create and Use SKCameraNode: In your GameScene, create an SKCameraNode and assign it to the scene.

class GameScene: SKScene {
let cameraNode = SKCameraNode()

override func didMove(to view: SKView) {
    self.camera = cameraNode
    addChild(cameraNode)
}

override func update(_ currentTime: TimeInterval) {
    // Update camera position based on game logic
    moveCamera()
}

func moveCamera() {
    // Example logic to move the camera
    cameraNode.position = CGPoint(x: player.position.x, y: player.position.y)
}

}