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Home/ Questions/Q 6878519
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Editorial Team
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Editorial Team
Asked: May 27, 20262026-05-27T04:44:02+00:00 2026-05-27T04:44:02+00:00

It appears that when I call replaceScene, the spriteBatchNodes in my scene are not

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It appears that when I call replaceScene, the spriteBatchNodes in my scene are not released. Each time I replace the scene, the “living” count goes up by one.

Each of the objects stored in the spriteBatchNode, is not just a CCSprite – It is a class derived from CCSprite with additional behavior.

What could cause the spriteBatchNode to not be released?
None of the nodes I added to the spriteBatchNode are released either.

I unschedule all the selectors that are running on the nodes that are part of the spritebatchnode.

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  1. Editorial Team
    Editorial Team
    2026-05-27T04:44:02+00:00Added an answer on May 27, 2026 at 4:44 am

    Most likely you have encountered a retain cycle. At least one of the nodes is still held on, so the sprite batch node isn’t released.

    Particularly common whenever you store node objects in additional custom collections (arrays, dictionaries, etc.). To be sure that Cocos2D can correctly release its memory, you will want to release those collections in the -(void) cleanup method rather than -(void) dealloc.

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