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That's great news that you were able to reproduce it. The docs describe hierarchyCount as: Does that mean, it goes up until there is no parent...
The issue that we experienced is actually not a memory leak, but SpriteSkin uses excessive memory in our case. This is a screenshot from the...
Awesome, that's great news!
I did exactly this, added the new input package and swapped the StandaloneInputModule for the InputSystemUIInputModule. I still had the issue :(...
Thanks for this tip! We btw already do this to fix some other memory issue.
In earlier versions, we showed some UI in the intro scene which does not have the EventSystem and the bug was there as well. So even without the...
With deep profiling it became apparent, that there are couple of methods that iterate over all the SpriteSkins every frame. We have 100 characters...
Thanks, I'll provide more info. Regarding the growing over time: That's actually due to spawning more characters, it does not increase over time...
I wanted to follow up on this topic here, as my bug was closed, due to myself taking too long to provide more info. I ran a test with the...
Thanks for this idea with the RegisterCallback change. But since this bug also effects uGUI, I don't think, that this is the cause of it.
This is the event system that we use: [ATTACH] I saw, that we do not have this event system in the intro scene (the very first scene that is...
@uBenoitA Here's a screen capture of the issue. Left side UI Toolkit, right side uGUI buttons. The issue is the same in both UI systems. One...
You are totally right, the version is 2023.2.8f1. I'll correct it in my original post. I'll test what you've suggested later today and let you...
We use regular Buttons and instantiate the UI (created through UI Builder) via VisualTreeAsset.Instantiate(): <ui:Button text="New Game"...
We get reports from macOS users, that button clicking doesn't always work properly. Instead of making a single click, you have to double-click...
Target platform is Windows. I've just submitted a bug (CASE IN-69954). Downgrading to 9.1 btw solved the issue, performance is where it used to be...
We've recently upgraded 2D Animation from 8 to 10.1.0 and we are experiencing a pretty hefty performance impact of that. Before the upgrade,...
We experienced something similar with fallback fonts in UI Toolkit. We also get a NullReferenceException, but in...
It seems like the standard sprite shaders support this. But if I switch to GPU, I get very strange rendering results (sprites are unrecognizably...
You can enable GPU Skinning in the Project Settings: [ATTACH] Then it requires the Shader to have the keyword "SKINNED_SPRITE". Does anyone...