EventSystem needs a huge amount of time to process the Update() - based on the profiler value.
I have a quite large UI structure, but most of the time 99% of all items are disabled as the player
needs only a few "windows" at the same time.
To show the problem I created a very simple test scene that somehow simulates a complex UI.
It contains 1 Canvas (with 1 raycaster) and a simple set of 6007 fullscreen UI Panels - all in a default
state, except only 7 panels (parents) are visible/enabled,...
EventSystem Update does not ignore disabled/hidden objects
I have a quite large UI structure, but most of the time 99% of all items are disabled as the player
needs only a few "windows" at the same time.
To show the problem I created a very simple test scene that somehow simulates a complex UI.
It contains 1 Canvas (with 1 raycaster) and a simple set of 6007 fullscreen UI Panels - all in a default
state, except only 7 panels (parents) are visible/enabled,...
EventSystem Update does not ignore disabled/hidden objects