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UI Animation Performance & Dirty Scene Objects

Discussion in 'UGUI & TextMesh Pro' started by super77gg, Apr 20, 2015.

  1. super77gg

    super77gg

    Joined:
    Sep 25, 2014
    Posts:
    46
    Hello,

    We have a fairly complicated UI system. When running the Profiler, our biggest hit is on Animator Update.
    Most notably in two sub categories: Dirty Scene Objects and Apply Animator Move.

    We were wondering if there were any obvious solutions to reduce either of these before reconstructing our UI with either Sprites or Meshes? It seems a few other people have encountered similar problems, but no definitive solutions. It seems as if Unity is considering these UI objects "animating" even when they are static / idle...

    I've attached a screencap of our profiler running our app on an iPad Mini 1st gen. Basically, it runs amazing on anything past SGX543MP2 line of hardware...
     

    Attached Files:

  2. SimonDarksideJ

    SimonDarksideJ

    Joined:
    Jul 3, 2012
    Posts:
    1,685
    Seen a few issues mentioned about performance in these areas.

    Best to log it as a bug using the Unity bug reporter in the editor
     
    super77gg likes this.
  3. Jog

    Jog

    Joined:
    Feb 9, 2012
    Posts:
    137
    Bumping - its a bottleneck of our project server
     
  4. rstorm000

    rstorm000

    Joined:
    Aug 19, 2010
    Posts:
    228
    Getting this too
     
  5. TruffelsAndOranges

    TruffelsAndOranges

    Joined:
    Nov 9, 2014
    Posts:
    92
    I'm also getting this. Not with UI though... just with normal animations.
     
  6. elamhut

    elamhut

    Joined:
    Sep 13, 2013
    Posts:
    45
    Why hasn't anyone replied to this? I'm finding it super hard to research this issue, we're also having trouble with both Dirty Scene and Animator Move and I can't find anything pointing if its possible of not to optimize both of these.
     
  7. davebutlerenator2

    davebutlerenator2

    Joined:
    Nov 8, 2014
    Posts:
    26
    I'm having trouble with this as well. Animators.Update is taking about 9ms for 100 characters with 20ish bones each. The majority of the Update is in DirtySceneObjects and so far I have been unable to figure out how to reduce it.
     
  8. dasm30

    dasm30

    Joined:
    Jun 27, 2013
    Posts:
    6
    same here
     
  9. Yomadorr-Nazcagarak

    Yomadorr-Nazcagarak

    Joined:
    May 6, 2014
    Posts:
    1
    I had this issue with an rigidbody controlled animated character with colliders on the bones. I could solve it, when I attached a kinematic rigidbody to each bone.
     
    LightStriker, leni8ec and Trung23 like this.
  10. LightStriker

    LightStriker

    Joined:
    Aug 3, 2013
    Posts:
    2,716
    God damn! That sounds like something that should raise performance warning in Unity! Had that issue for months.
     
  11. mikael_juhala

    mikael_juhala

    Joined:
    Mar 9, 2015
    Posts:
    247
    Instead of deactivating objects in the UI, you could try simply making them invisible with CanvasGroup.alpha. Activating/deactivating maskable UI elements seems to be really slow.