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Throughing profiler,the UIParticleRenderer.UpdateMesh() costs a lot,with Combine Mesh,Bake Mesh and Update Animatable Material Properties and so on.
Though when using little amount UIParticle,it seems good and works well.However,when there is too much UIParticle in one canvas and,with many Particle System in Rendering Order(about 5-10),it runs slow!It costs about 50-70ms per frame.
I'm trying to seek into the code deeply but,it is hard to optimize for every piece of code has its purpose.
The text was updated successfully, but these errors were encountered:
Throughing profiler,the UIParticleRenderer.UpdateMesh() costs a lot,with Combine Mesh,Bake Mesh and Update Animatable Material Properties and so on.
Though when using little amount UIParticle,it seems good and works well.However,when there is too much UIParticle in one canvas and,with many Particle System in Rendering Order(about 5-10),it runs slow!It costs about 50-70ms per frame.
I'm trying to seek into the code deeply but,it is hard to optimize for every piece of code has its purpose.
The text was updated successfully, but these errors were encountered: