Should the characters of a JRPG be part of the UI

With a JRPG like Pokémon should the montser on screen be UI elements? They will always be on the edges of the screen if the width changed.

I’m having trouble knowing what should be in the UI and what should not.

Cheers.

The monsters are not apart of a user interface, therefore, you should not put them in UI. Plus, the monsters are usually animated and tinted slightly when they are attacking and hit, that’s not suitable for UI.

It’s really a design choice. Without knowing exactly how you want the game to look and function, it would be difficult to make a decision.

I’ve never played any of the Pokemon games so I don’t know how they look. I’ve played Hearthstone for an hour or so, and I can see that entirely being done in the UI. Old school games like FFIII have a tilemap with traditional player movement, moving into fight scenes that have controls in the UI. JRPG NPC interactions can easily be done in the UI.

You have to think about it, how the game is going to function, how it looks and how you want the player to interact in each scenario.

You can use UI images like any other game object, they animate and tint just fine. Why the reluctance on using the UI for those things?

Not suitable to put on Canvas. Will cost performance.

I am currently making a game that has tons of UI stuff going on. Graphs, constantly updating values and quite a few canvases all with graphics raycasters(can really kill performance when you have lots of them) and I’m doing lots of background processing, not to mention the garbage I am getting when formatting numbers to be shown in text elements. All on mobile, being testing on an 8 year old device. No real issues other than game bugs that I have to squash and the occasional GC hicup from the excess garbage that the number formatting introduces, which has been smoothed out some from incremental GC.

Give me some numbers or a scenario where the UI has poor performance, usually there is a work around.