Version: Unity 6.0 (6000.0)
Language : English
Control textures of the dynamic atlas
UI Toolkit runtime examples

Platform and mesh considerations

Things to consider when building UI for different platforms and mesh tessellation.

Consider device capabilities

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.

Avoid mesh tessellation

It’s computationally expensive to build mesh tessellation for visual elements. 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:

  • Use transforms instead of width or other layout properties
  • Use textures or 2D sprites instead of rounded corners and borders

Additional resources

  • Transform
  • ProfilerA window that helps you to optimize your game. It shows how much time is spent in the various areas of your game. For example, it can report the percentage of time spent rendering, animating, or in your game logic. More info
    See in Glossary
Control textures of the dynamic atlas
UI Toolkit runtime examples