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Question by
BuzzardMercure · Jul 21, 2020 at 08:50 AM ·
uiguicanvasperformanceperformance optimization
Can the UI system effectively manage dozens of frequently update sprites?
I'm making a game with lots of animated HUD elements, occasionally dozens (over 150 in some cases). Things like animated target indicators, timers, buttons, etc. Many of these elements are constantly being re-positioned on screen and reacting to logic.
I'm not running into performance problems yet, but is this the best way to go about this or should I switch to a gameobject based system?
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