title: scaling a SCNNode in runtime using the Pinch gesture
body: <p>I am trying to scale and SCNNode in real time using the Pinch gesture: </p>
  
  <p>This is my current code </p>
  
  <pre><code>let pinchGestureRecognizer = UIPinchGestureRecognizer(target: self, action: #selector(handlePinch(from:)))
  sceneView.addGestureRecognizer(pinchGestureRecognizer)
  
  @objc
  func handlePinch(from recognizer: UIPinchGestureRecognizer){
    var pinchScale = recognizer.scale
    pinchScale = round(pinchScale * 1000) / 1000.0
  
    sceneView.scene.rootNode.enumerateChildNodes { (node, stop) -&gt; Void in
      if(node.name == "Box01"){
         node.scale = SCNVector3(x: pinchScale, y: pinchScale, z: pinchScale)
      }
    }        
  }
  </code></pre>
  
  <p>However the node doesn't scale big or small? Can someone please point my mistake? </p>
  
  <p>The SCNNode is loaded and has an animation on applied like so,</p>
  
  <pre><code>sceneView.scene.rootNode.addChildNode(node)
  loadAnimation(animation: .Attack, sceneName: "art.scnassets/attack", animationIdentifier: "attackID");
  </code></pre>