Camera.Render calls expensive UIEvents.WillRenderCanvases
even if the culling + event masks are both zero, there is no GUI related component on it. The camera is disabled, I am calling Render() on it from script. All actual rendering is done in OnPostRender() (since the cull mask is 0). The reason I am using the camera is because it's easy for me to add postprocessing effects to the result.
Is there a way how to prevent the camera from updating the canvas layouts>
Answer by LightStriker · Mar 05, 2018 at 01:36 AM
I have the same issue, and haven't found a way yet.
Would be nice if Unity stopped assuming every camera in existence always does everything.
I figured it's done once per frame, no matter which camera triggers it. The reason why the GUI update is so slow is that there is some bad combo of layout elements (I yet have to fix that) and when I disable the camera rendering, the gui update is just moved to another camera
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