I'm making an app that adds an SCNText to the ARSCNView I've created called sceneView. The text displays perfectly like this: (when the  SCNText(string: "Test", extrusionDepth: CGFloat(0.01)))
screenshot1:
but when  the  SCNText(string: "Test", extrusionDepth: CGFloat(0.01)) The SCNText does not show the emoji:
screenshot2:
This the complete code: 
    import UIKit
    import SceneKit
    import ARKit
    import Vision
    class ViewController: UIViewController, ARSCNViewDelegate {
    @IBOutlet weak var sceneView: ARSCNView!
        override func viewDidLoad() {
            super.viewDidLoad()
            // Set the view's delegate
            sceneView.delegate = self
            // Show statistics such as fps and timing information
            sceneView.showsStatistics = true
            // Create a new scene
            let scene = SCNScene()
            // Set the scene to the view
            sceneView.scene = scene
            // Enable Default Lighting - makes the 3D text a bit poppier.
            sceneView.autoenablesDefaultLighting = true
            sceneView.showsStatistics = true
            // Tap Gesture Recognizer
            let tapGesture = UITapGestureRecognizer(target: self, action: #selector(self.handleTap(gestureRecognize:)))
            view.addGestureRecognizer(tapGesture)
        }
        override func viewWillAppear(_ animated: Bool) {
            super.viewWillAppear(animated)
            // Create a session configuration
            let configuration = ARWorldTrackingConfiguration()
            // Enable plane detection
            configuration.planeDetection = .horizontal
            // Run the view's session
            sceneView.session.run(configuration)
        }
        override func viewWillDisappear(_ animated: Bool) {
            super.viewWillDisappear(animated)
            // Pause the view's session
            sceneView.session.pause()
        }
        // MARK: - ARSCNViewDelegate
        func renderer(_ renderer: SCNSceneRenderer, updateAtTime time: TimeInterval) {
            DispatchQueue.main.async {
            }
        }
        @objc func handleTap(gestureRecognize: UITapGestureRecognizer) {
            self.create()
        }
        func create() {
                // Get Screen Centre
                let screenCentre : CGPoint = CGPoint(x: self.sceneView.bounds.midX, y: self.sceneView.bounds.midY)
                let arHitTestResults : [ARHitTestResult] = sceneView.hitTest(screenCentre, types: [.featurePoint])
                if let closestResult = arHitTestResults.first {
                    // Get Coordinates of HitTest
                    let transform : matrix_float4x4 = closestResult.worldTransform
                    let worldCoord : SCNVector3 = SCNVector3Make(transform.columns.3.x, transform.columns.3.y, transform.columns.3.z)
                    // Create 3D Text
                    let node : SCNNode = createNewParentNode()
                    sceneView.scene.rootNode.addChildNode(node)
                    node.position = worldCoord
                }
            }
        func createNewParentNode(_ text : String) -> SCNNode {
                let text = SCNText(string: "Test", extrusionDepth: CGFloat(0.01))
                var font = UIFont(name: "Futura", size: 0.07)
                font = font?.withTraits(traits: .traitBold)
                text.font = font
                text.alignmentMode = kCAAlignmentCenter
                text.firstMaterial?.diffuse.contents = UIColor.orange
                text.firstMaterial?.specular.contents = UIColor.white
                text.firstMaterial?.isDoubleSided = true
                text.chamferRadius = CGFloat(bubbleDepth)
                let textNode = SCNNode(geometry: text)
               textNode.pivot = SCNMatrix4MakeTranslation( positionx, positiony, positionz) // Don't worry about the positions they work fine
                text.scale = SCNVector3Make(0.1, 0.1, 0.1)
                let NodeParent = SCNNode()
                NodeParent.addChildNode(text)
                //Add More SCNNode's to NodeParent
                return NodeParent
        }
}
extension UIFont {
    // Based on: https://stackoverflow.com/questions/4713236/how-do-i-set-bold-and-italic-on-uilabel-of-iphone-ipad
    func withTraits(traits:UIFontDescriptorSymbolicTraits...) -> UIFont {
        let descriptor = self.fontDescriptor.withSymbolicTraits(UIFontDescriptorSymbolicTraits(traits))
        return UIFont(descriptor: descriptor!, size: 0)
    }
}
I don't want to have to add it as a SKLabelNode because I want to use the Storyboard for Collection Views later on.
Has it got something to do with the font I am using?
