Why is unitys standaloneinputsystem so slow?

Ive just been deep profiling my android app that suddenly wasnt on stable 60fps anymore on a rather strong android device.

Ive been looking into the standalone input module which had 4 ms on idle and 14 ms on drag and drop. Two enabled raycasters, 8 buttons small structure. some hidden canvases no raycasting. Idle alone uses more than my full update system that animates vertex data of gras,

I thought it cant be that this central system is slow, but since it pissed me off and i saw fps drops on drag i decided to write a tool that gives me the screen rect position of rectransforms, in the sort order of the canvases.

And i just calculate if a touch goes into the first one, and then just a simple boolean in it if it can go into the next underneath. Then just a single interface for the recivers.
Also helped to logical combine multile canvases together that have different scaleings. And i can see my whole configuration and see instantly why i cant touch stuff or where it is.

And its at 0.5 ms when draggin the joystick around / jumping etc. Not sure if im having any other problems, but im using all the optimize tips (which by the way are all gui related) and its still no good.
Sorry for the rant, but before introducing new features, please unity optimize your GUI. Its the worst part of the engine by far for mobile developers

I think you posted this in the wrong area. This section is for UIToolkit, not uGUI and uGUI has quite a few problems with it, that’s why they made UIToolKit to replace it as an all in one solution for editor and runtime UX.