Calling dispose works sometimes. If I were to guess, it's throwing the
'calling dispose on disposed resources' or whatever error that Android safely ignores.
So far I just have to run a build in debug mode without interpreter, and throw debug points and traces everywhere, because the app will immediately crash when it hits this issue, and the crash reports can't be symbolicated. But this has been the worst, since I have to run every feature in the game and I bet I'll have to fix 100 of these problems before I'm through. And who knows how many memory issues I'll have by the end of it.
This has been a problem for years, so it's not the device. It's very weird cause it seems to be a unique problem with me since Google isn't much help.
I'm running the latest version of Air SDK and iOS 14.1
EDIT: Really bizarre.
If I run this on one of my dialogues
It will crash (PlatHelper.fDispose will always be false on iOS)
But if I remove all the children first it works fine. Sigh...
for(var i:int = numChildren-1; i >= 0; i--)