It seems like RivePanel registers/deregisters itself in OnEnable/OnDisable.
It would be great if RivePanel also checked if the root Canvas was enabled or not.
Unity's official UI optimizing tips state that one way to optimize the UI stuff is to toggle the Canvas.enabled value rather than doing GameObject.SetActive(bool)
It seems like RivePanel registers/deregisters itself in OnEnable/OnDisable.
It would be great if RivePanel also checked if the root Canvas was enabled or not.
Unity's official UI optimizing tips state that one way to optimize the UI stuff is to toggle the Canvas.enabled value rather than doing GameObject.SetActive(bool)