The bug only occurs when creating a GUI Skin, and the following they said that this Bug was fixed but this is not true I continue to receive this Bug for no reason, the Bug also occurs when the game is turned off and disappears only by selecting another GameObject in the scene.
This bug occurs only when the game test is stopped, during the Play test the bug is not present, the bug persists even when the game test is turned off and this is a big anomaly, and the bug stops only when selecting another GameObject, the bug can be caused by some conflicts with the various standard packages integrated into Unity 3D and certainly IMGUI thisbug and it’s been present since unity 5 and has never been fixed and is still present today in version 2023.2.
this apperas only created GUI Skin and use GUI skin
Ricreate Bug this Video
This is a hidden bug in Unity that has been present since Unity5 up to now, the console generates a Misleading error message, I have done a lot of tests on this bug and also had it The problem is due to an internal conflict of the same Unity 3D engine of various basic packages
In my project I am not using UI but only IMGUI and this is exactly the anomaly, the console has a bug on UI but this is false because as shown in the video it is generated by GuiSkin
Unity uses UI Toolkit, previously known as UI Elements - for the inspector. It’s a bug on the Unity editor side of things with it’s UI Toolkit inspectors. It doesn’t have anything to do with your project.
You probably will see the same error inspecting any time of object and going into playmode. It’s an errors that’s been around for a while, and again, nothing to do with IMGUI.
Look at the callstack. There isn’t anything about IMGUI in the callstack.
Also are you genuinely using IMGUI for runtime UI in 2024?
Do you think this Bug could prevent the correct functioning of the project?
yes I’m using Custom IMGUI that perfectly creates dynamic animated buttons on the screen that adapt to any kind of screen and self-configuring with any gamepad, the UI is too clunky and forces you to carry countless GameObjects and requires a long configuration especially if you use menus with countless slots:Canvas overhead: Every time a Canvas element is updated, such as resizing or moving a single UI element, Unity can redraw the entire Canvas, which can be very inefficient. This can decrease performance, especially on low-powered devices .
Limited batching: While Unity attempts to optimize draw calls by combining UI graphic elements batching, this optimization does not always work optimally, especially if the UI elements do not internally have the same materials or textures.
High cpu cost: Calculating the UI layout and frequently updating the Canvas can be Cpu intensive. This can cause framerate issues in complex projects or on less powerful hardware.
Difficulty with dynamic resolution and scaling across platforms: Resolution management: While Unity provides tools such as Anchors and Canvas Scaler, properly scaling a UI across devices with different screen sizes and dimensions can be challenging. Layout can break on unexpected screen sizes or resolutions, often requiring a significant amount of testing and manual setup.
Unoptimized aspect ratios: Keeping them correct across devices can require extra work. For example, a UI that looks great on a 16:9 monitor may not work well on a 4:3 display or on mobile devices with long, narrow displays.
Complex handling for dynamic interfaces: Difficult to manage dynamic UIs: Creating and managing dynamic interfaces e.g. a changing health bar, complex inventories, ecc. can be tricky, requiring additional scripting and careful handling to avoid performance drops.
Difficult to debug: Debugging ui issues in Unity can be tricky because many issues only surface when the game is running. Previewing in editor mode doesn’t always accurately reflect what’s happening during runtime, especially when it comes to dynamic elements.
Not optimized for complex transitions: Limited UI animations: While you can animate UI elements with Unity’s animation system, handling complex transitions or animation sequences such as smooth fade in/out complex movements, ecc. requires advanced setup. Additionally, UI animations can negatively impact performance, especially on mobile devices.
thanks for your reply it really reassured me about this bug, or chose IMGUI because it makes everything simpler even in complex interfaces with too many elements on the screen, and more manageable than UI or created a custom IMGUI that makes everything much more professional and simple than the basic IMGUI.in some projects especially with too complex menus choosing to use UI to manage countless GameObjects becomes expensive, UI requires a complex management of object hierarchy, which must be correctly managed to have a complex hierarchy order, the management of navigation mapping is not so simple to manage, especially to be adapted to multiply input, the frame rate drop in the management of countless inventory type slots with transitions and animations becomes very laborious and confusing.