Hi,
Were trying to update to using URP and have encountered strange performance issues.
As you can see in the picture below Canvas.RendererSubBatch is taking up 62% of GPU time.
This happens on Android build. In editor no such problem.
Also in the build on android before using the standard rendering pipeline we had no such issues.
We are using unity 2019.4.15f and URP 7.5.3
Any help would be appreciated.
I’ve seen @MartinTilo answering similar questions in the past , maybe he can shed some light on what’s going on here. These GPU times are not making any sense.
Sorry, I don’t really have any deep knowledge on these markers and what is going on here and the only thing I can recommend for further context here is to use Platform Specific Profiler’s like Arm Mobile Studio or Snapdragon profilers as well as RenderDoc.
I’m reviving this thread to see if anybody has a solution. I’m experiencing the same issue and it looks like SRP Batching is not working with anything Canvas Related.
It’s a “Screen Space - Camera” canvas but I switched to overlay and it didn’t help.
Maybe I’m missing something obvious I’m using URP for this project instead of built-in. If this is normal, how do you batch all the GUI rendering in URP projects?