I have a list of text items that are displayed. There are 53 text boxes that have a word or two each. Nothing longer than 20 characters. When this list is turned on it generates over 200 draw calls. The text seems to be the cause. Is there any way to optimize uGui or should I switch back to nGUI?
In the end the culprit was the number of overlapping sprites. Whenever 2 gameobjects containing sprites overlapped each other in the screen space they would generate individual draw calls for all their children and batching would not occur.
Also I found a way to minimize performance impact and implement culling. Each view of the UI system is on a seperate canvas. This way I can switch the gameobject.layer of each canvas to stop it form calling drawcalls when off screen (the set the camera to cull the “offscreen” layer)
Everything works very smoothly now and all objects are active, just getting their layers switched.
In the end the culprit was the number of overlapping sprites. Whenever 2 gameobjects containing sprites overlapped each other in the screen space they would generate individual draw calls for all their children and batching would not occur.
Did you find any answer for this?