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Optimizing Performance in Scenes with Moving Canvasses
Question: How do I get optimal performance in a scene with canvasses that move in 3D space? Is there an alternative to what I am doing that will give me better performance?
Context/Underlying Problem: I am creating a VR 3D bullet-hell/boss-rush game. I am currently displaying each enemy's health via a canvas object with a slider that is attached to the enemy:
In the profiler, the "Canvas.BuildBatch" call seems to be eating up the most CPU time.
How can I have a UI element move through a 3D space without incurring this performance hit? Is there an alternative that avoid this problem?
Example of Enemy with Status Bar:
Profiler:
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