- Home /
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?
$$anonymous$$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
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.
Your answer
Follow this Question
Related Questions
Mobile game - should I reduce my vertex count? 1 Answer
Texture render performance - one 1024px, vs two 512px - for modular models? 1 Answer
Why is there difference in fps and time to render a frame in statistics window and profiler? 0 Answers
Vector2 vs Vector3 performance? 2 Answers
Shader and Dynamic batching problem 1 Answer