Closed ritijain closed 1 year ago
@AdamMitchell-ms , @julenka -
I am not sure if a discussion about performance happened when this work was done. If this seems like a legit concern, then there should be a perf evaluation of this (and similar unity ui) components.
If there are no concerns, i think it would be great to capture the discussion on Github so that we can point it to folks who express concerns.
This is an ongoing concern for Canvas-based elements in MRTK3. Already having an ongoing discussion with @Cameron-Micka for how best to mitigate drawcalls here.
Investigation is ongoing and promising developments are in order :)
@marlenaklein-msft Can you follow-up with @Cameron-Micka on his ideas here
We're now tracking this issue with the following investigation task
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 Issue
Creating 3D content using UnityUI can be fairly tricky, and can cause performance issues. There have been some concerns raised by partners that when a button which is a very core components of any app is not performant, it can cause some serious perf issues.
I realized that the Unity UI pressable button is using 2 Image components rendered at different Z depths. While it looks great and is fully functional, how does it impact perf?