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Poking around a bit more, I noticed a couple of related issues:

  • In Unity's built-in Localization package, the LocalizeStringEvent component updates its target string in OnEnable. That's another case where we're expecting the string to be rebuilt by an external source anyway, so we wouldn't need to double-rebuild it in STM's OnEnable.
  • If you use STMs in a vertical/horizontal layout group and check with the deep profiler, there are actually several calls to Rebuild whenever the layout group updates (e.g. LayoutGroup.SetChildAlongAxisWithScale will update the RectTransform's sizeDelta, anchorMin, and anchorMax, all of which are causing STM to rebuild).
    • Perhaps there's some way to delay the rebuild until after the canvases have updated? Not sure if that would affect some canvas calculations.
  • This might be more relevant to the other thread about SetMesh, but do you think it would be efficient to have UpdateMesh take masking into account? I think all of the active STMs with a gradient effect are being updated every frame, even when some are hidden by a parent's Mask component.