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Question by Winklharrer · Jul 02, 2018 at 05:09 AM · uiperformance optimizationinternaldirty

TransformChangeDispatch for UI

Well hello,

I know that as of 2018.1 Unity internally no longer uses OnTransformChanged in order to handle dirty transforms, but rather TransformChangeDispatch to keep track of dirty hierarchy structures (based on scene root transforms) and process those multithreadedly.

What I would like to know is, if this also applies for RectTransforms/UI?

Because as far as I know, a change in UI only dirties the structure (up in hierarchy) until the next Canvas-Component, which then gets redrawn. I have some UI-only projects, where everything is parented under one single root transform, with many Canvases in there (in order to keep dirtysation low). Will this benefit from splitting up the UI to be parented under multiple root transforms?

Thanks in advance.

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