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Optimising Unity new UI System

  • UI/Sprite textures aren't packed into a texture atlas by default. A tag is needed to group them. Read the documentation / tutorial on the sprite packer.
  • Overlapping text/graphic boundaries with another text/graphic will create additional draw calls, even if the actual visual graphics do not overlap.
  • Grids (other layouts too I presume) need minimum 1 pixel spacing between items, else items are considered overlapping and will create additional draw calls.
  • Images with alpha 0 are still rendered. They are rendered with alpha 0 even though they are not seen.
  • Unity currently does not support non-rectangle shapes as Sprites, so using the TightSpitePacker policy will cause image artifacts.
  • When UI objects are offscreen, they are still batched (rendered as well?). Possible solutions:
    • Change parent to non-UI parent, as UI Camera will no longer detect it
    • Change layer of panel so UI Camera will no longer detect it
    • Disable gameobject when off-screen
  • ScrollRect performance tuning
    • ScrollRect will rebuild / reload everything every frame if pixel perfect is enabled
    • Disabling the layout behaviors when it's not being used / updated (canvas size fitter, layout groups, layout elements)
    • For larger lists, disable off-screen objects
  • Canvas PixelPerfect has large performance impact. Disable it if possible.
  • Looping animations should be stopped when off-screen.
  • Fonts are not part of the texture atlas, unlike ngui/df-gui/etc. This will produce additional draw calls. Here's a post on adding your own bitmap font to use, which I believe you can add to the texture atlas? Unity 4.6 Bitmap font? Haven't tested this, but looks promising.

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