Nested Canvas Performance

Hello,
After encountering some performance issues, I’ve read about optimization tips for Unity UI.

I realized that you should separate dynamic and static canvases to improve performance.
For instance, if some text element changes, if won’t re-build the whole canvas, only the dynamic canvas, which could greatly improve performance.

My question is the idea above works for nested canvases.
If I have the following structure:
– Main Canvas
---- Static Canvas
------ Dynamic Canvas

If a text changes under the dynamic canvas, it would re-build both the static canvas and the main canvas, its parents?

Thanks

thats the purpose of nested canvas.

Remember that layout rebuild will not be affected by nested canvas, only mesh rebuild

Maybe Canvas.SendWillRenderCanvas is isolated, but when the UI element call setActive under subcanvas, Canvas. Rebuild will be triggered twice, once SubCanvas and once ParentCanvas.