I've an object that contains a TextMeshProUGUI component, imagine that this object is used as a balloon in a dialog sequence so, based on the user input, the text inside this balloon change throught the dialog progress. I manually set the text at each interaction with the method SetText and then I manually call the method ForceMeshUpdate. The only other propery of the component that I use is preferredHeight. So, in sequence, I manually call SetText, ForceMeshUpdate and preferredHeight. I don't know why, and I think that it's not normal, but each of the previous call cause a memory allocation and a huge CPU usage (obviously for one frame). For me nor the runtime memory allocation nor the huge CPU usage are acceptable, but at the moment I can't figure out a way to tackle down the issue and to check where the issue is. Anyone can help me or give me some suggestion? Thanks, P.S.: I'm using the version 1.2.2 under Unity 2017.4.10f1.