I might be missing something. But my current app on the appstore works in iOS 7, but in iOS 8 completely fails because it won\'t create a preallocated pool of sprites. They
Thanks to Josh for the direction on how to solve this new bump in the road.
I subclassed SKSpriteNode, overriding -isEqual and -hash, to both be what my best guess at the NSObject implementation is. Then just did a Find/Replace All in Project for "SKSpriteNode" for my subclass name, and all is back to it was in the iOS 7 build:
-(BOOL)isEqual:(id)object{
return self == object;
}
- (NSUInteger)hash
{
return (NSUInteger)self;
}