Things to consider when building UI(User Interface) Allows a user to interact with your application. Unity currently supports three UI systems. More info
See in Glossary for different platforms and 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.
Some Android devices and the Web platform can’t partially patch index buffers. If your audience uses such devices or if you target the Web platform, 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 mesh 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:
Transform
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