Are the mobile GPU requirements for UIToolkit documented somewhere? I am looking for a document where the minimum requirements for UIToolkit optimal performance by mobile chipset is documented but haven’t been able to find any online. Hence I am asking the pros
I’m fairly sure you can display a button on just about any mobile device.
Could it display 57,000 buttons in a multi-player VR world simulating the Space Shuttle docked up to the International Space Station interior with moving 3D components on it?
Maybe, maybe not.
Either way, start your investigations with whatever you consider a good representation of your final UI complexity and use the profiler (Window → Analysis → Profiler) and Frame Debugger.
For all performance and optimization issues, ALWAYS start by using the Profiler window:
Window → Analysis → Profiler
Generally optimization is:
- avoid doing the thing that is slow (easiest)
- do it fewer times and store its result
- do the slow thing less frequently over time
- do the slow thing when nobody cares much (during level loading or in another thread, etc.)
- find a faster way to do the thing (hardest)
DO NOT OPTIMIZE “JUST BECAUSE…” If you don’t have a problem, DO NOT OPTIMIZE!
If you DO have a problem, there is only ONE way to find out: measuring with the profiler.
Failure to use the profiler first means you’re just guessing, making a mess of your code for no good reason.
Not only that but performance on platform A will likely be completely different than platform B. Test on the platform(s) that you care about, and test to the extent that it is worth your effort, and no more.
Remember that you are gathering information at this stage. You cannot FIX until you FIND.
Remember that optimized code is ALWAYS harder to work with and more brittle, making subsequent feature development difficult or impossible, or incurring massive technical debt on future development.
Don’t forget about the Frame Debugger window either, available right near the Profiler in the menu system.
Notes on optimizing UnityEngine.UI setups:
At a minimum you want to clearly understand what performance issues you are having:
- running too slowly?
- loading too slowly?
- using too much runtime memory?
- final bundle too large?
- too much network traffic?
- something else?
If you are unable to engage the profiler, then your next solution is gross guessing changes, such as “reimport all textures as 32x32 tiny textures” or “replace some complex 3D objects with cubes/capsules” to try and figure out what is bogging you down.
Each experiment you do may give you intel about what is causing the performance issue that you identified. More importantly let you eliminate candidates for optimization. For instance if you swap out your biggest textures with 32x32 stamps and you STILL have a problem, you may be able to eliminate textures as an issue and move onto something else.
This sort of speculative optimization assumes you’re properly using source control so it takes one click to revert to the way your project was before if there is no improvement, while carefully making notes about what you have tried and more importantly what results it has had.
“Software does not run in a magic fairy aether powered by the fevered dreams of CS PhDs.” - Mike Acton