I downloaded xCode 8.0 beta and opened a recent project written in swift 2 which I then converted to swift 3 using xCode.
I then added a watchOS target to my project with the setting "game"
File > New > Target:
I checked the GameScene.swift in the WatchExtension and sure enough all the code is there and sets up a scene:
    import SpriteKit
    class GameScene: SKScene {
        private var spinnyNode : SKShapeNode?
        override func sceneDidLoad() {
            if let label = self.childNode(withName: "//helloLabel") as? SKLabelNode {
                label.alpha = 0.0
                label.run(SKAction.fadeIn(withDuration: 2.0))
            }
            let w = (self.size.width + self.size.height) * 0.05
            let spinnyNode = SKShapeNode(rectOf: CGSize(width: w, height: w), cornerRadius: w * 0.3)
            spinnyNode.position = CGPoint(x: 0.0, y: 0.0)
            spinnyNode.strokeColor = UIColor.red()
            spinnyNode.lineWidth = 8.0
            spinnyNode.run(SKAction.sequence([SKAction.wait(forDuration: 0.5),
                                              SKAction.fadeOut(withDuration: 0.5),
                                              SKAction.removeFromParent()]))
            spinnyNode.run(SKAction.repeatForever(SKAction.rotate(byAngle: 6.28, duration: 1)))
            self.run(SKAction.repeatForever(SKAction.sequence([SKAction.wait(forDuration: 2.0),
                                                               SKAction.run({
                                                                let n = spinnyNode.copy() as! SKShapeNode
                                                                self.addChild(n)
                                                               })])))
        }
        override func update(_ currentTime: TimeInterval) {
            // Called before each frame is rendered
        }
    }
Unfortunately I can't seem to get this to install on the Apple Watch Simulator.
I've tried everything I can think of, including:
- Clean builds, etc
- Uninstall/reinstall,
- Checked info.plist for common errors,
- Created a new simulator with paired Apple Watch using Add Additional Simulators,
- Added Skip Install = No, suggested here,
- Install from Paired iOS Apple Watch App in iPhone Simulator (just doesn't install),
- Even added user defined project settings, as suggested in a raywenderlich watchOS tutorial...
I just can't get it to even install or appear on the Apple Watch. what am I not doing?
UPDATE
I have adjusted the Deployment Target to 10.0 for the iOS App and I was finally able to install it from the Apple Watch app in the iPhone Simulator, except upon launching the Apple Watch App from the Apple Watch Simulator, I get the following error:
dyld: Library not loaded: @rpath/libswiftSwiftOnoneSupport.dylib
Referenced from: /Users/MYNAME/Library/Developer/CoreSimulator/Devices/XXXXXX-XXXX-XXXX-XXXX/data/Containers/Bundle/Application/XXXXXX-XXXX-XXXX-XXXX/MYAPPNAME.app/PlugIns/MYAPPWATCH Extension.appex/MYAPPWATCH Extension
Reason: image not found
(lldb) 
What does this error mean? There shouldn't be any images to load as it's the default SpriteKit test...

 
     
    