I've currently got an object pooling system that constantly re-uses recycled Entities (simple parent class that extends Sprite) instead of creating brand new ones. This has worked fine so far except for Entities containing a TextField child. After recyling and then creating one of my Entity classes with a TextField child inside, it does not seem to render the text upon re-creation. If I call a new TextField upon the Entity's re-initialization function, it works fine, so there's something fishy going on with recycling the same Entity that has a TextField child. It seems to occur on text that has the same characters. So if I recycle an Entity that has a TextField child with "25" in it, the next time I create an Entity containing a TextField with "25", it will not appear. I've got debugging information up confirming that the Entity is indeed on the stage. I also ran a trace (out of curiosity) to see if the TextField had any children and it appears to contain no children when the text is first displayed properly, and then a QuadBatch child when it doesn't appear. Not sure if that's of any help! Can post class/code info as well, if required.
Any ideas on how to properly handle a lot of text (in this case, floating combat text) with an object pooling system? It doesn't appear to work on either Bitmap Fonts or Embedded Fonts. Hopefully I'm not overlooking something; I've searched Google as well as the forums and can't really find anything.
Thanks in advance!