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World canvas with screen space canvas performance mobile ?
Hello, does having a world space canvas that constantly moves with the camera & covers quarter of the screen hit performance on mobile ?
(if you are wondering why wouldn't we just use screen space canvas:
we have an animated avatar on screen so we are thinking of animating it using sprites (easier to animate & might provide better performance than unity gui images),
but since the avatar is using sprites & world coordinates, a world space canvas is easier to position the speech dialogue gui next to the avatar that uses sprites)
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