RenderPiplines DebugUpdater creates duplicate EventSystem and more

Why are you even spawning a GameObject with a script that runs an Update into our scenes at all?

The entire reason we got into this mess is that every team in Unity just went “out feature is worth a couple of milliseconds on domain reload and/or enter play mode, so we’ll add it in”, and there’s enough teams that it became seconds instead.

It seems like the object should be spawned when the shortcut for showing it is pressed, not at an earlier point just in case that shortcut gets pressed.

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