Open nomedy opened 4 months ago
Thank you for your reporting!
Could you please attach a minimal project (included Assets
, Packages
and ProjectSettings
directories) that reproduces the issue?
@nomedy Is Sprite Atlas enabled in the editor?
I have of course activated "Always Enabled" for Sprite Packer. The demo shows that there are still three drawcalls. particleDemo.zip
@nomedy Try latest version
When I upgraded to the latest version, the IgnoreCanvasScaler variable in the UIParticle class disappeared. What should I do if it did the scaling in Transform when it was not checked originally? @mob-sakai
Oh, sure... I had missed that case.
I need to update to the latest version urgently. How long will it take to fix this problem?
Perhaps the work needed is UIParicle.autoScalingMode=None
Or try using a package with the default value of AutoScalingMode
changed to None
.
com.coffee.ui-particle-4.9.0.tgz
https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/Runtime/UIParticle.cs#L108
private AutoScalingMode m_AutoScalingMode = AutoScalingMode.Transform;
->
private AutoScalingMode m_AutoScalingMode = AutoScalingMode.None;
@nomedy
It is not an ideal solution. There will be many changes. Different particles may have different properties.
Does AutoScalingMode= None
fix your problem?
This method can certainly solve the problem, but it is troublesome to deal with our projects one by one.
There is a particle using UIParticle between the two pictures. The three components do not block each other. The two pictures use the same atlas. Why are there three DrawCalls displayed in the FrameDebug panel?