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Question by YellowMole · May 03, 2016 at 05:03 PM · performance

How many Camera.Render calls is too much

Hi guys. I'm working on a project for IOS and Android. At one point I have to use Camera.Render() during an update to refresh the UI. How much of this calls can I make without the visible frame rate drop? Would 60 be too much? Do you know about any articles about that?

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avatar image tanoshimi · May 03, 2016 at 06:23 PM 0
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$$anonymous$$gest you learn to use the profiler and you can find exactly how much time each Camera.Render call takes on your particular scene on your target hardware... https://unity3d.com/learn/tutorials/modules/intermediate/editor/intro-to-profiler

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Answer by Whiteleaf · May 03, 2016 at 06:14 PM

http://docs.unity3d.com/ScriptReference/Canvas.ForceUpdateCanvases.html

This should work if you're refreshing the UI, otherwise you might want to look into something else. Use Camera.Render() as a last resort.

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