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When making changes to a large number of UI elements, there will be a significant dip in performance because, as noted here, the UI needs to be optimised, such as in the case of splitting up moving parts into smaller sub-canvas items to avoid recalculating canvas bounds on each movement.
See below for profiling report on one such spike event in the main menu to game transition:
To reproduce
The most dramatic and easily observable instance of this is in the main menu to game transition. It lags as it moved on high enough setting and can be seen as causing a significant spike in CPU usage as in the above image.
Describe the bug
When making changes to a large number of UI elements, there will be a significant dip in performance because, as noted here, the UI needs to be optimised, such as in the case of splitting up moving parts into smaller sub-canvas items to avoid recalculating canvas bounds on each movement.
See below for profiling report on one such spike event in the main menu to game transition:
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To reproduce
The most dramatic and easily observable instance of this is in the main menu to game transition. It lags as it moved on high enough setting and can be seen as causing a significant spike in CPU usage as in the above image.
System details
Additional details
TODO
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