I see people with similar issues a year or more ago on older version of Xcode (which I never personally encountered), but I notice that
now Xcode 10.0 (10A255) always reports zero energy usage when running on a real device. I artificially overloaded my app with hundreds of models in a SceneKit scene just to be certain it was doing significant work but the reading continues to show 'zero', despite high cpu usage and dropped frames.
I am running 11.4.1 on the device. Switching to 12 isn't a practical option as I need to keep at least one device running 11.x for compatability testing.
Are you seeing none zero values for "Energy Impact" when debugging on device?