I am using unity to make a UI for a piece of equipment running on an Android SOM. There seem to be mixed ways to navigate and change screens and I am unsure how to implement this. I currently have a main screen on a canvas (Screen Space Overlay) that has the basic UI functions. I have a settings icon that I want to open a popup with buttons to choose additional screens. Here is my hierarchy: Main Screen > Process Monitor Screen (button on main) Main Screen > Settings popup (button on main) Settings (popup) > System Diagnostics Screen Settings (popup) > System Testing Screen Main Screen > Popup Warnings Overlay I want to make sure I am going about this properly and I know there are different ways to do this. I currently have each screen on its own canvas. I read that too much on one canvas will slow down the updating of information so that to me rules out all panels on one canvas, but I am not sure. I am very new to this I know each canvas can have a child canvas for items that require frequent updating. What is the best way to swap screens saving memory and allowing information to update as fast as possible? I don't need transitions or really anything fancy, but I don't want things updating in the background that don't need to be.