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Question by neoviralgames · Jan 30, 2016 at 10:27 AM · uigameobjectprefabcanvasperformance optimization

Does using multiple World Space Canvases affect performance?

Hi, I am making a 2D game and I am wondering how to better structure my game objects. I have multiple enemies with health bars at the same time and each one is a prefab containing a canvas of its own.

Does this impact performance, and if so, how?

I have read multiple questions regarding this topic and have yet to find a definite answer. Some say it's bad. Some say it's fine. Could someone support with arguments and perhaps suggest a way to organize the project?

Thank you.

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avatar image oglazirin · Oct 10, 2016 at 06:49 AM 0
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Hello!

We are stuck with the same problem. Have you figured something out regarding this issue?

Thanks!

avatar image Smaika · Oct 10, 2016 at 05:58 PM 0
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If you are using it for display purposes only, remove the GraphicsRaycaster component. This component checks for input each frame, and is not really needed for things like health bars or floating number.

avatar image oglazirin Smaika · Oct 11, 2016 at 02:34 AM 0
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Thanks you for your responce!

We've already removed Graphics Raycaster, but the the problem is that every canavs is drawn in a separate draw call. Just having 20 healthbars drops fps by 30 on older devices.

Anyway we will keep looking for the solution and I'll post the answer here if I find smth!

avatar image El_boy oglazirin · Dec 30, 2016 at 03:08 PM 0
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Hi, did you find some solution? I am using health bars on prefabs too...

avatar image sathish89 · Mar 02, 2017 at 06:40 PM 0
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Hi, Were you able to find something on this regards. Am facing the same issue.

Update: I was using 10 WorldSpace canvas and loading in using Prefab. And my Prefab moves dynamically. This caused FPS to go down to 0 in 1 hr of game play. I had no other go to remove all the canvas and used Sprites and 3rd party TouchScript to solve my issue.

$$anonymous$$y Unity version was 5.4.2 and i also tried in 5.5.1 both are Pro versions. If Unity has solved this issue. $$anonymous$$indly update.

avatar image Smaika sathish89 · Mar 02, 2017 at 10:01 PM 0
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If you are using it for display purposes only, remove the GraphicsRaycaster component. This component checks for input each frame, and is not really needed for things like health bars or floating number. Otherwise, you will need to find a different soulution.

avatar image hexagonius · Mar 03, 2017 at 04:03 PM 0
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this does look like a really good resource for tackling this problem:

https://unity3d.com/learn/tutorials/topics/best-practices/guide-optimizing-unity-ui

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