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Question by brettmoody · Apr 19, 2020 at 01:20 AM · ui3dcanvas

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: alt text

Profiler: alt text

canvasrebuildimage.png (21.1 kB)
funkyfrannywithcanvas.png (172.7 kB)
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