Hi, we are having significant performance drop while using the new UI and we are wondering if that's how it should perform or is it something that we are doing wrong. We are developing 3d racing game. We now have benchmarked 3 scenarios: 1) Scene has multiple game objects with canvases, but all of them are disabled except the one in 3d view. The one in 3d view is not updated at all but it's visible. This gives us 60fps. 2) If we Scene has 3d content and single canvas on top of that with 1 dynamic tacho control and 2 static texts. There are other disabled canvases in the scene (~50 of them, non of them were ever shown, but they are there). This gives us only 40fps. Mesh.CreateVBO adds 3ms, Canvas.BuildBatch ~1.3ms and .SendWillRenderCanvases() adds another 1ms. 3) If we remove all the canvases except the one on top of the 3d view, the framerate rises to 50fps, but that's still a 10fps drop caused by a single visible canvas that barely has any content in it. Trying to build a clickable list using scroll rect (having ~10-15 buttons within the masked scroll rect) is even worse. If list is being scrolled the framerate drops to as low as 10fps. We haven't yet tested it with pixel perfect mode being off, but we don't expect that this single checkbox will add 50fps. Is this expected performance and will this be fixed in foreseeable future? We love the new UI (we are using it since ~ beta 7), but if that's the expected performance, we unfortunately will have to switch back to using NGUI.