This page describes how you can improve the performance for runtime UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary.
You can use usageHints
to set how an element is used at runtime, so that you can optimize the data storage accordingly. For example:
visualElement.usageHints = UsageHints.DynamicTransform;
The following table describes which property to use for which elements with examples:
Elements with the following | Use this | Example |
---|---|---|
Frequent changes to their position or transform | UsageHints.DynamicTransform |
If you change style.left , style.top , or style.position for an element, set the UsageHints.DynamicTransform on that element. |
Many DynamicTransform child elements that often change positions or transforms |
UsageHints.GroupTransform |
In ShaderGraph, each node uses DynamicTransform , set UsageHints.GroupTransform on the view container. |
A built-in style color being animated | UsageHints.DynamicColor |
If you change style.backgroundColor , style.unityBackgroundImageTintColor , or any border colors for an element, such as style.borderLeftColor , set the UsageHints.DynamicColor on that element. |
Some Android devices and WebGLA JavaScript API that renders 2D and 3D graphics in a web browser. The Unity WebGL build option allows Unity to publish content as JavaScript programs which use HTML5 technologies and the WebGL rendering API to run Unity content in a web browser. More info
See in Glossary can’t partially patch index buffers. If your audience uses such devices or if you target WebGL, UI Toolkit rendering is still functional but performance may be degraded. To avoid performance degradation, don’t animate too many elements at the same time and profile on device.
It’s computationally expensive to build meshThe main graphics primitive of Unity. Meshes make up a large part of your 3D worlds. Unity supports triangulated or Quadrangulated polygon meshes. Nurbs, Nurms, Subdiv surfaces must be converted to polygons. More info
See in Glossary tessellation for visual elementsA node of a visual tree that instantiates or derives from the C# VisualElement
class. You can style the look, define the behaviour, and display it on screen as part of the UI. More info
See in Glossary. Any time the size (width/height) of the element changes, its geometry re-builds, which can be an issue with animations or frequent resizing.
Generally speaking, transforms and texture aren’t good choices in terms of flexibility and re-use. However, when you animate, to get better performance, do the following:
To reduce the number of batches broken by texture changes and achieve good performance, use an atlas to group together textures used at the same time. You can achieve this with either of the following methods:
When you use dynamic atlas to group together textures, to limit the number of draw calls, make sure that your textures enter the dynamic atlas. To verify, use the Frame Debugger. Frame Debugger helps you to observe texture changes and deduce batch breaking.
The following example verifies that the dynamic atlas contains all the textures in runtime UI.
The dynamic atlas texture starts from a specified minimum size, and grows as needed, doubling horizontally or vertically, up to a specified maximum size. You can define the minimum and maximum atlas sizes in the Panel Settings asset. You can also use the filters in the dynamic atlas to decide whether to add a sub-texture to the atlas.
To enable or disable the filters, in the Panel Settings asset’s Inspector window, select the options from Dynamic Atlas Settings > Active Filters dropdown list.
You can assign a custom filter to PanelSettings.dynamicAtlasSettings.customFilter
to add or relax constraints on a global or per-texture basis.
The following custom filter example bypasses a large texture from the Size filter while keeping the Size filter active for other textures:
using UnityEngine;
using UnityEngine.UIElements;
class MyCustomFilter : MonoBehaviour
{
public PanelSettings panelSettings;
public Texture2D largeTexture;
void OnEnable() { panelSettings.dynamicAtlasSettings.customFilter = Filter; }
void OnDisable() { panelSettings.dynamicAtlasSettings.customFilter = null; }
bool Filter(Texture2D texture, ref DynamicAtlasFilters filtersToApply)
{
if (texture == largeTexture)
{
// Disable the Size check for this one.
filtersToApply &= ~DynamicAtlasFilters.Size;
}
return true;
}
}
When you visit any website, it may store or retrieve information on your browser, mostly in the form of cookies. This information might be about you, your preferences or your device and is mostly used to make the site work as you expect it to. The information does not usually directly identify you, but it can give you a more personalized web experience. Because we respect your right to privacy, you can choose not to allow some types of cookies. Click on the different category headings to find out more and change our default settings. However, blocking some types of cookies may impact your experience of the site and the services we are able to offer.
More information
These cookies enable the website to provide enhanced functionality and personalisation. They may be set by us or by third party providers whose services we have added to our pages. If you do not allow these cookies then some or all of these services may not function properly.
These cookies allow us to count visits and traffic sources so we can measure and improve the performance of our site. They help us to know which pages are the most and least popular and see how visitors move around the site. All information these cookies collect is aggregated and therefore anonymous. If you do not allow these cookies we will not know when you have visited our site, and will not be able to monitor its performance.
These cookies may be set through our site by our advertising partners. They may be used by those companies to build a profile of your interests and show you relevant adverts on other sites. They do not store directly personal information, but are based on uniquely identifying your browser and internet device. If you do not allow these cookies, you will experience less targeted advertising. Some 3rd party video providers do not allow video views without targeting cookies. If you are experiencing difficulty viewing a video, you will need to set your cookie preferences for targeting to yes if you wish to view videos from these providers. Unity does not control this.
These cookies are necessary for the website to function and cannot be switched off in our systems. They are usually only set in response to actions made by you which amount to a request for services, such as setting your privacy preferences, logging in or filling in forms. You can set your browser to block or alert you about these cookies, but some parts of the site will not then work. These cookies do not store any personally identifiable information.