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Any particular problem with using a canvas per worldspace UI object?
Hey everyone,
So I'm playing around with using a 3D object in space to act like my UI vs. using UI objects in a canvas set to world space rendering. Is there a performance hit or any other issues with creating a prefab for a world space UI object with just one button and the canvas then using it over and over again and changing the text?
So basically you'd end up with multiple canvases in the scene, one for every world space UI object. Is that a problem?
i use world space canvas for floating combat text in my rpg, never seemed to effect frames, and im dumb, all the characters carry around their canvas's activated all game, i really need to make them instantiate as needed........
Lol no problem...ins$$anonymous$$d of instantiating as needed, I recommend you instantiate once in the beginning then just enable and disable as needed...that way you aren't constantly creating and destroying.
Also, I wonder if there's much of a difference in resource consumption between a bunch of active canvases with stuff under them vs constantly active gameobjects...in one of the posts provided by Harshadk, they mentioned that you can turn off the click component to prevent unnecessary checks if your objects aren't going to be clickable anyway. And, at least for me, my objects wouldn't be clickable.
Answer by HarshadK · May 24, 2016 at 02:53 PM
Here are some of the pages which discuss the same thing:
Cool...seems like it's a bit of a split decision but as long as the numbers are kept low, it shouldn't be a problem.
Thanks!
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