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Why does SendWillRenderCanvases take up so much frame time?

Discussion in 'Unity UI & TextMesh Pro' started by quitebuttery, Nov 21, 2014.

  1. quitebuttery

    quitebuttery

    Joined:
    Mar 12, 2011
    Posts:
    279
    Is it me, or is the new GUI kind of a performance hog--at least on Android? I noticed SendWillRenderCanvases is taking up like 14% of my frame time in the profiler. I've got a few simple control panels in a cockpit which are rendered using Canvases. Is there any way to cut this function's execution time down via the design of my UI?
     
  2. quitebuttery

    quitebuttery

    Joined:
    Mar 12, 2011
    Posts:
    279
    To answer my own question--I was activating/deactivating a lot of GUI objects unnecessarily in that frame. I guess it creates a lot of setup overhead. Fixed it and now it doesn't show up in my profiler.
     
  3. mushdevstudio

    mushdevstudio

    Joined:
    May 9, 2014
    Posts:
    29
    When I disabled Pixel Perfect on the canvas the frame rate drop went away.
     
  4. clintonb

    clintonb

    Joined:
    Dec 14, 2013
    Posts:
    14
    The second half of this talk goes into depth on fixing UI performance problems:
    . I know it talks about activating/deactivating things. It also talks about having separate subcanvasses that update independently. It's well worth a watch.
     
    Baste likes this.