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  1. As I understand there was an optimization to how things are erased from old scenes (not active scenes). Considering the last sentence, I have to optimize my code. But I am not really aware of how. The shutdown event has to be called manually on custom GameObjects. But I only guess that's how to do: class Parrot extends Phaser.GameObjects.Sprite { constructor(config) { super(config.scene, config.x * SCALE, config.y * SCALE, 'animals', 15); this.scene.events.on('shutdown', this.destroy(), this); //<- is it just that? } } For any explanation I would be grateful, thanks in advance!