- Home /
Question by
oXi · Nov 04, 2015 at 04:48 PM ·
unity 5uicanvasperformanceunity android
CanvasRenderer.OnTransformChanged lag on enabling/disabling Canvas component on Android
[Unity v.5.1.2f1]
In my project I need to enable/disable deep trees of objects that all contain UI elements.
I found that, in the editor, adding a Canvas component and enabling/disabling that is much more efficient compared to enabling/disabling GameObjects.
When running on Android, I notice spikes on performance when enabling/disabling:
These do not appear when running in Editor, nor am I enabling/disabling any gameObjects, only the Canvas components on two separate objects.
Is there a more efficient way to occlude a hierarchy of GameObjects with UI elements, one that will actually have a positive performance impact? Is this a known issue that will be fixed eventually?
Thank you in advance
canvas-enable-disable-android.png
(15.3 kB)
Comment