title: Get parent of a node referenced by SKReferenceNode in Sprite Kit
body: <p>I'm using Xcode's Scene Editor to build a <code>GameScene</code>.</p>
  
  <ol>
  <li>In the <code>GameScene.sks</code> file, I have added an <code>SKReferenceNode</code> that I named <code>componentReference</code>. This reference node references <code>Component</code> which represents the file <code>Component.sks</code>. <code>Component.sks</code> contains nothing but a single <code>SKSpriteNode</code> named <code>component</code>.</li>
  <li>Everything shows up fine on my screen when I build the app. I do see <code>Component</code> on my screen in exactly the same way I've defined it in <code>Component.sks</code>. </li>
  <li>In <code>GameScene.swift</code>, I can successfully get a pointer to <code>component</code> by calling this: <code>let component = childNode(withName:"//component")</code>. However, when I try to get the parent of <code>component</code> using
  <code>component.parent</code>, <code>nil</code> gets returned.</li>
  <li>My question is: what happens to reference nodes when the app starts running and "resolves" them as the Apple reference docs mention? Why do the reference nodes stick around? I'd expect the node a reference node is referencing to be added to the scene, and thus the node's parent to be the scene. For example, in this case, I'd expect <code>component</code> to have <code>GameScene</code> as its parent. But in actual fact, <code>component</code> doesn't have a parent, whereas <code>componentReference</code> still exists and has <code>GameScene</code> as its parent. </li>
  </ol>