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;*