Using the sprite kit template that comes with Xcode, I modify the scene to be as follows :
#import \"MyScene.h\"
@interface MyScene ()
@property (nonatomic,stro
This is a bug in sprite kit. The problem isn't just with SKShapeNode, it is also with SKPhysicsBody.
Creating either a physics body, or a shape, using a CGPath causes a memory leak. You can verify this by commenting out either the physics body, or the shape, and running instruments with leaks, allocations and memory monitor.
Even if you release the path properly, sprite kit doesn't internally. Nothing you can do!
Fire up instruments, and watch the memory grow! XD
EDIT: This bug was present in iOS 7.0. Whether it has been fixed in 7.1 or later is not known to me as I stopped using SpriteKit because of this bug. One can verify if it is fixed by simply testing it.