Framerate slowly drops when rendering world space canvas with Google VR on Android
I'm trying to create some dynamic content for the user to read on world space canvas. However, as soon as I enable one of these canvas in the world when using Google VR it will slowly kill the framerate on Android. Starting at a solid 40fps down to 10fps over the next 10 minutes! After some time the app even crashes!
Is there any known issues with this? Or any suggestions of what I might go about doing to get the same effect with another solution?
I have tried searching for this. But it seems the general experience with World Space Canvas for mobile has been very bad since Unity 5. I don't know. But I ended up changing them with Sprite Renderers with a Box Collider. Does the trick and no more framerate problems besides the obvious one that VR takes alot of resources!
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