title: SKTextureAtlas Loading and Memory Management
body: <p>I developing a Game on SpriteKit and have Multiple Scenes each Scene has 
  From 3 TextureAtlas in Minimum 
  and Maximum Size of an Image in Each TextureAtlas  is 60K
  my game Crashes From Memory issue</p>
  
  <p>what I do in Each Scene is Defining action in the Header File for Example:</p>
  
  <pre><code>initialise them in -(id)initWithSize:(CGSize)size  Function 
  
  
  @interface FirstLevel : SKScene
  {
  
      SKAction  *RedBirdAnimation;
  }
  </code></pre>
  
  <p>and in Implementation File:</p>
  
  <pre><code>-(id)initWithSize:(CGSize)size{
  if(self=[super initWithSize:size])
  {[self setupRedBirdActions];}
  return self;
  }
  
  
  -(void)setupRedBirdActions{
  
      SKTextureAtlas *RedBirdAtlas = [SKTextureAtlas atlasNamed:@"RedBird"]; 
  
      SKTexture *RedBird1 = [RedBirdAtlas textureNamed:@"Redbird_01_iphone.png"];
      SKTexture *RedBird2 = [RedBirdAtlas textureNamed:@"Redbird_02_iphone.png"];
      SKTexture *RedBird3 = [RedBirdAtlas textureNamed:@"Redbird_03_iphone.png"];
  
      NSArray *atlasTexture = @[RedBird1, RedBird2, RedBird3];
  
      SKAction* atlasAnimation = [SKAction animateWithTextures:atlasTexture timePerFrame:0.2];
  
      RedBirdAnimation = atlasAnimation;}
  </code></pre>
  
  <p>is there Something Like Best Practice to Load Texture Atlas in my game 
  to prevent it from Crashes due to Memory.</p>
  
  <p>i make all SkAction with Nil at the end of Each Skscene 
  and remove All action from All SkSpriteNode </p>
  
  <p>is there any solution </p>