ios - SKScene getting slower after every restart -


this code. assume because deinit never called, , every time user starts playing (gamescene), memory jumps 20 mb 40 mb 60, etc. , fps goes down after every time user dies , restarts game.

does know why?

gameviewcontroller.swift import uikit import spritekit  extension sknode {     class func unarchivefromfile(file : nsstring) -> sknode? {         if let path = nsbundle.mainbundle().pathforresource(file string, oftype: "sks") {             var scenedata = nsdata(contentsoffile: path, options: .datareadingmappedifsafe, error: nil)!             var archiver = nskeyedunarchiver(forreadingwithdata: scenedata)              archiver.setclass(self.classforkeyedunarchiver(), forclassname: "skscene")             let scene = archiver.decodeobjectforkey(nskeyedarchiverootobjectkey) as! gamescene             archiver.finishdecoding()             return scene         } else {             return nil         }     } }   class gameviewcontroller: uiviewcontroller{      @iboutlet var skscenereal: skview!       override func viewdidload() {         super.viewdidload()      }     override func viewwillappear(animated: bool) {         if((self.skscenereal) != nil)         {             if let scene = gamescene.unarchivefromfile("gamescene") as? gamescene {                 // configure view.                 var skview = self.view as! skview                 skscenereal.showsfps = false                 skscenereal.showsnodecount = false                  /* sprite kit applies additional optimizations improve rendering performance */                 skscenereal.ignoressiblingorder = true                 /* set scale mode scale fit window */                 scene.scalemode = .aspectfill                 scene.viewcontroller = self                 skscenereal.presentscene(scene)             }          }     }      deinit     {         println("deinit worked")     }      override func viewwilldisappear(animated: bool) {         self.skscenereal.removefromsuperview()         self.skscenereal = nil;     }      override func shouldautorotate() -> bool {         return true     }      override func supportedinterfaceorientations() -> int {         if uidevice.currentdevice().userinterfaceidiom == .phone {             return int(uiinterfaceorientationmask.allbutupsidedown.rawvalue)         } else {             return int(uiinterfaceorientationmask.all.rawvalue)         }     }      override func didreceivememorywarning() {         super.didreceivememorywarning()         // release cached data, images, etc aren't in use.     }      override func prefersstatusbarhidden() -> bool {         return true     }     } 


gamescene.swift ... var gameending = false; func gameover(){     if(!gameending) {         gameending = true;         // deallocate/reset view/scene.         // ???? dont know ????         // present move segue.(created in storyboard) source: gamevc, destination: gameovervc         self.viewcontroller?.performseguewithidentifier("move", sender: self)     }   } 

and there's modal segue gameviewcontroller button in gameoverviewcontroller (created in storyboard).

i got same problem. fixed nulling nodes on scene , instead of showing uiviewcontroller showing skscene instead. seemed solve problem , deallocating gamescene correctly.

this game on method:

- (void) gameover {     [self removeallactions];     [self removeallchildren];       sktransition *reveal = [sktransition fliphorizontalwithduration:0.5];      skscene *newscene;         newscene = [[gameoverscene alloc] initwithsize:self.size andnewhighscore:score];       [self.view presentscene:newscene transition: reveal];     } 

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