Remember that this public version is two patches behind. The cpu and memory optimization will always fluctuate. As far as I know, v0.5.0 is better in some cases and worse in others, while v0.5.1 should be a pretty big improvement overall, albeit using a lot of memory if the computer has it, and switching to a memory save mode that performs worse otherwise.
Don't think it's an FPS issue. 5950X, 128 GB RAM, FRAPS showing 60.
I haven't been able to properly reproduce the dialog box issue though. I've seen reports but I can only fix it if I see it happening on my own system.
You can use an
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with a fast ms interval to trigger it within a minute or so, but even that won't necessarily trigger it on the first or even tenth dialog you go through. It might help to also set the target frame rate to something very low (or, if it's the other way around, disable v-sync). Without being able to trigger the issue on a whim so you can step through it though, seeing it won't really do much for you. Say you play a bunch in the editor, click through dialogs fast and eventually the box shrinks. Now what? Debugging at that point won't help because the issue happened in the past. You'll just see what you already know, that the y-scale gets molested (and it is y-scale because the text appears vertically squished). I'm assuming your code works something like looking at the y-scale of the dialog window, setting that in a variable, changing the y-scale to 0, and then lerping from 0 to the original y-scale. If that's the case, there's probably some way to exit the dialog without resetting the y-scale to its original value, so look for that, but regardless of your implementation you should be able to think "based on what I know, how might we get to the end state?" You may be able to verify some assumptions by molesting the y-scale yourself in the editor while a dialog isn't active and observing what happens the next time a dialog appears. If you're using coroutines then realize there can be weirdness when the containing gameobject (or parent) get disabled so that could be a place to look. Or you may not need to understand every last detail to add a workaround, eg. lerp from 0 to 1 instead of 0 to initial value, reset the y-scale to 1 before or initial value afterwards, etc. Of course, you may not be able to verify a fix until reports stop coming in, but sometimes that's all you can do.