I’ve just tested the new UI with simple set of few buttons with animated states(pressed, disabled etc…) and it seems to be quite heavy on mobiles.
Phone is a bit old but I have been succesfully using NGUI so far at average 50FPS.After recreating one scene with exaclty 3 buttons and one image as background using the new UI the FPS dropped to 21FPS.
Has anyone experienced such a performance difference… or may be I’m doing something wrong
Phone is Motorolla Droid 2
Poke through this forum, it’s possible you’re hitting some of the performance snags. One of the surprising ones seems to be that setting transform.position is extremely slow (use rectTransform.anchoredPosition instead), so if you’re doing a million of those, that could account for it.
@StarManta - I’m not using SpritePacker since NGUI makes it’s own atlass.I’ll give it a try using sprites from one tile.Theoretically it should be way more light although right now stats are also showing one draw call. Another option is to check if it’s material related since i’m not assigning any material on the UI elements(where possible).I’ll also try the test stress…
I have the same problem. I have created and tested the same UI for my game , both using uGUI and NGUI. The NGUI version is running smoothly “lancar jaya mas”, but when I’m using the uGUI version the fps dropped. Both tested on iPad 1.
i don’t have bacon, but please fix this bug, thanks.
It would help if you could submit a bug with a repro project attached so we can see exactly how you’re setting up NGUI + Unity UI, and make sure that the situation you’re targeting can be addressed specifically.