Closed AMollis closed 1 year ago
Started this investigation. On first glance, it seems like we are creating more draw calls in canvas UI vs. comparable non canvas UI leading to the performance bottleneck. Will continue profiling this with more comparable scenes and then investigate areas to reduce draw calls.
The biggest source of draw calls so far is the button front plate as the individual icon and text takes two draw calls minimum. The default canvas UI tearsheet scene has 469 draw calls. With no front plate, we drop to 149 draw calls
Investigation was done, but no actionable items were found.
This issue has been migrated a new MRTK repository, and the status of this issue will now be tracked at the following location:
Describe the problem
MRTK3's canvas buttons and canvas dialogs are noticeably less performant than MRTK2/3's non-canvas versions. We need to understand why, and how to improve these elements.
Describe the solution you'd like
Come up with a plan for improving canvas buttons and canvas dialogs
Additional context
This issue seems related to https://github.com/microsoft/MixedRealityToolkit-Unity/issues/6180
Part of the issue might be because of the multiple z-layers on the MRTK3 buttons, which cause less of draw call batching within canvas UI (more batching occurs in non-Canvas UI)
Goals