For example if I want to do my own custom animation and move an SKSpriteNode every frame programmatically by x += 10, will Sprite Kit still apply physics correc
x += 10
No, you don't have to use SKAction to move SKSpriteNode. This approach works fine for me:
SKAction
SKSpriteNode
- (void)update:(CFTimeInterval)currentTime { myNode.position = CGPointMake(myNode.position.x + 0.1,myNode.position.y); }
All physics work as expected