Changing isTextObjectScaleStatic of inactive gameobject breaks unity ui

Hi i have had some performance issues on mobile and since im using 100ish textmeshes i realized that the loop that looks for scale changes causes this.
I turned on isScaleStatic on all Textmeshes.

Most of my gui windows are scaling in therefore i needed isScaleStatic to be true when an scaling animation is happening. That worked out quite well.
But if i turn on isTextObjectScaleStatic on an inactive gameobject it breaks unitys ui.

Error is in sendwillrendercanvases->tmppro internal (didnt do deep profile, am in a hurry right now).

Ive fixed it on my side via this:
if (allTextes*.gameObject.activeInHierarchy)*
allTextes*.isTextObjectScaleStatic = false;*

2019 lts, latests tmp

Can you post what those errors are?

If you are scaling these text objects, then their scale should not be set as static. So while animating them this property should be set to false and then once they are done animating, you can set it to true.

hey it was an nullpointer exception in the tmpro loosyscale method (that looks for those scalings) as far as i can remember.

i just tried to reproduce it, but this time i had no failure. restarting windows may have helped. ill post again if it reappears