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Canvas GeometryJob performance with moving UI

Discussion in 'UGUI & TextMesh Pro' started by GilCat, Feb 18, 2019.

  1. GilCat

    GilCat

    Joined:
    Sep 21, 2013
    Posts:
    676
    I'm trying to render a large amount of text labels in world canvas but i'm getting a massive performance hit when such elements are moving.
    I've done a simple test with 5000 text elements that are constantly moving at ~14fps.
    Profiler point out to be due to Canvas.GeometryJob
    profiler.jpg
    In my scene structure i have a unique root world canvas and all the UI is parented to it. All the other tests with each element having their own canvas yields far worst results.
    I've done my tests with Unity 2018.3.f1 with 5000 Text, Text Mesh Pro and UI Image with similar outcomes.
    Is anyone else experiencing this?
    I've attached the test project with all the different test scenarios.

    Thanks
     

    Attached Files:

  2. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    Yes, we've seen similar issues. The 'theory' is that moving/scaling/rotating the canvas will be cheap and cause no re computations but it is never the case, atleast for us.
     
    GilCat likes this.
  3. GilCat

    GilCat

    Joined:
    Sep 21, 2013
    Posts:
    676
    This has become the big bottleneck on my project since i depend a lot on showing large amounts of world text in a galaxy style scenario.
    Is there a viable solution for this? Right now i'm diving into ECS and until there is a pure ECS UI i'm stuck with doing it the hybrid way.
     
    Last edited: Feb 19, 2019