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Unity UI Moving Canvas and performance

Discussion in 'UGUI & TextMesh Pro' started by Allan-Smith, Dec 19, 2019.

  1. Allan-Smith

    Allan-Smith

    Joined:
    Feb 7, 2012
    Posts:
    57
    Hey,

    I structured my UI with the UI performance considerations in mind, so dividing up content in canvases that make sense and what not. A big part of my content is a "scrollview", but I decided to not use scrollviews and implement my own since its very simple UI in this case, where I decided to put all elements that are "Scrollable" inside a canvas, and just move the whole canvas up and down, thinking "well, the canvas detects changes and rebuilds the geometry, maybe if I move the whole canvas, since elements didnt change, just the position of the generated mesh, it wont need to rebuild the canvas", but apparently that is not that magical.

    Is there a way to move a canvas, the whole canvas, and NOT have it rebuild the whole thing? Why does it rebuild the whole thing, is it thanks to stuff like occlusion or...?

    Thanks!
     
  2. seanybaby2

    seanybaby2

    Joined:
    May 17, 2013
    Posts:
    120
    Bumping this, I have the same question.
     
  3. AllanSmithZ3

    AllanSmithZ3

    Joined:
    May 21, 2019
    Posts:
    23
    *that moment when you find your own 2 year old thread...*

    Still wondering about this one... haha
     
    Cakebox likes this.