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Question Poor response to switch display activation when using "SetActive ()"

Discussion in 'Prefabs' started by nax_unity, Jan 6, 2021.

  1. nax_unity

    nax_unity

    Joined:
    Jan 24, 2018
    Posts:
    63
    I put more than 100 prefabs such as Image and Text in an empty GameObject and switch the display with "gameObject.SetActive ()".
    Since the scene loading is slow, the screen is prefabed in one scene, and the screen transition is performed by buttons and toggles.
    The response gets worse at the timing of "gameObject.SetActive ()".
    I tried to change the display management of GameObject using Alpha of "CanvasGroup" and "gameObject.transform.SetSiblingIndex ()".
    The poor response did not improve.
    The activation process of each display is performed by "SetActive ()". Is there a way to switch the activation of the display with good response?

    We are developing with Unity 2018.4.22f1.
    I look forward to working with you.