Things to consider when building UI for different platforms and mesh 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 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: