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TextMesh Pro TextMeshProUGUI.LateUpdate() = performance spike

Discussion in 'Unity UI & TextMesh Pro' started by serbusfish, Oct 9, 2018.

  1. serbusfish

    serbusfish

    Joined:
    Dec 27, 2016
    Posts:
    221
    For some reason I keep getting regular performance stutters and according to the profiler it is caused by TextMesh late update. I installed TextMeshPro today, I dont believe I have used it in a way that should cause performance issues, I created 6 separate UI objects, and one of my scripts can change the text during gameplay, that's really all i've done?
     
  2. Stephan_B

    Stephan_B

    Unity Technologies

    Joined:
    Feb 26, 2017
    Posts:
    1,727
    TextMesh Pro does use LateUpdate() to check if the scale of the text objects has changed between frames. However, unless you have a lot of text objects, you should not see any measurable performance impact from this.

    Can you post an example of the script you are using to change the text?

    P.S. In the next release of TMP due in part to the [ExecuteInEditMode] attribute being deprecated for Unity 2019.1, TextMesh Pro will be using an update manager instead of LateUpdate(). This will result in a slight performance improvement.