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One of the biggest reasons for performance issues is the UI in Unity, so today we look at how the UI works and how we can optimize our UI to be more performant. Generating these meshes can be expensive. UI elements need to be collected into batches so that they’re drawn in as few draw calls as possible. Because batch generation is expensive, we want to regenerate them only when necessary. The problem is that, when one or more elements change on a Canvas, the whole Canvas has to be re-analyzed to figure out how to optimally draw its elements. Each canvas is an island that isolates the elements on it from those of on other canvases. So, slicing up your canvases in the main tool available for resolving batching problems with Unity UI. You can also nest canvases, which allows designers to create large hierarchical UIs without having to think about where different things are onscreen across many canvases. Child canvases also isolate content, from both their parent and sibling canvases. They maintain their own geometry and perform their own batching. For more information by Unity Engineer Ian Dundore, please watch • Unite Europe 2017 - Squeezing Unity: Tips ... Music: https://www.bensound.com Our Facebook Page / studiouslearning Our Facebook Group / learnunity Our Discord Server / discord