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.
Your answer
Follow this Question
Related Questions
UI performance. FPS drops. Overdraw. 0 Answers
What is the standard way to handle UI updates that involve creating and destroying GameObjects? 0 Answers
Is UI system much worse in terms of performance than using 2D sprite? 0 Answers
Does using multiple World Space Canvases affect performance? 0 Answers
My game has only ui elements and its Heating up my phone 0 Answers