Limit on SKReferenceNodes? (Just stops working for my game)

Are there any known limits to the number of SKReferenceNodes that can be added to a scene? This isn’t a hypothetical question. I have a game in the app store, which seems to run up against limits.

The game is a sidescrolling running game, and there are three types of enemies the players faces – a Squasher, a Shooter and a Floater. The actual enemy depends on who the player is – if you pick a Dem presidential candidate, the Squasher is a TeaBag; if you pick a GOP candidate, the Squasher is an AmnestyTaco. I’ve got a Plist that includes the type and X and Y coordinates that I use this to place SKReferenceNodes on the course.

It works fine for the first dozen or so Squashers. But then they simply don’t show up after that.

Plist screengrab:
https://www.evernote.com/l/AgAw3IuD2SFHZq8lXSBWV9xWrfB1miq1hEE

If I change the Squasher object type to something else (coins, platforms, etc.), the object appears at the proper coordinates. But if I try to make it a Squasher type, it simply doesn’t work:

Game screengrab - nothing appears when type is Squasher, but change to coins and it appears:
https://www.evernote.com/l/AgAqREn0AcVFH41Q2WRwIvuLlH071XLeQ-Y

I am copying and pasting in Plist, so there’s no difference between the earlier Squashers that show and the later ones that do not – except for the fact they do not appear.

I’m pretty stumped and am about to pull the plug on SKReferenceNodes altogether. Has anyone else encountered anything similar? Any suggestions on a way forward?

My code, btw, calling the reference nodes (which, again, works for the first 12 or so before simply not working):

 // Add Objects
        if let objects = theLevelData["Objects"] as! NSArray! {
            for object in objects {
                
            if (object["Type"] == "Squasher") {
                
                if GlobalData.currentCandidateIndex < 2 { 
                
                    var newObject:SKReferenceNode = SKReferenceNode(fileNamed: "Teabag")
                    let vv = object as! NSDictionary
                    let vX = vv["X"]! as! Int
                    let vY = vv["Y"]! as! Int
                
                    newObject.position = CGPoint(x: vX, y:vY)
                    objectLayer.addChild(newObject)
                    
                } else { ...

Thanks for any suggestions, tips, etc.

Cheers,
Kevin

Actually, it appears SKReferenceNodes are NOT the problem. I ripped those out and just animated sprites in code and I get the same problem. Back to the drawing board.