Better to have One or Multiple Canvas?

Hi everybody ! I post here because i did a lot or shearch about that but i read a lot of controversial conversation ^^

In my case, It’s a Mobile Game RPG, So I have one BIG canvas , and in this I put all my panel for all system ( about 10, UI button, UI Info, Inventory, spell, equipmement and other…)

Often I access to different panel to modify info or var in script , sometimes to text and image(life, gold …) , and I display or not some of them when the player want…

Is it the good to have 10 different canvas and display or enable them when i need? in the opposite way?

Thanks for your time!
Good day :smile: !

Hey pal, better to have multiple canvas. Check out Ian Dundore’s Unite speeches. That guys kicking the a* of UI system.
Also, this forum is not for In-Game UI, this is for new editor gui api, so I believe if you follow this thread, you can have better answers on uGUI forum.

Thanks for your answer ! :smile:
I will check about that !

And sorry for the wrong place !

See “Divide up your canvases” on this page:
https://unity3d.com/how-to/unity-ui-optimization-tips

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Thnaks : I’m reading that now and i’m seing a lot of interesting tips ! Thanks again !

I have juste one last question : I’m reading that “when one or more elements change on a Canvas, the whole Canvas has to be re-analyzed”

Is it the case with changing the position of a UI transform ? Or he’s only with modification like text,image and other ? ( I’m thinking about my joystick controller wich follow the finger of the player)

As far as I know it’s pretty much everything. Transform, alpha, colour, image, text, enable, etc…

Great ! Thanks for your time :smile:

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