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New drawcall added, cannot be batched #320
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@nomedy |
I have of course activated "Always Enabled" for Sprite Packer. The demo shows that there are still three drawcalls. |
@nomedy |
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 need to update to the latest version urgently. How long will it take to fix this problem? |
Or try using a package with the default value of https://github.com/mob-sakai/ParticleEffectForUGUI/blob/main/Runtime/UIParticle.cs#L108
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It is not an ideal solution. There will be many changes. Different particles may have different properties. |
Does |
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?
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