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Fixed in 2018.1.X



Found in


Issue ID




CPU cost of render canvas for moving world-space UI is too high in 2017



How to reproduce:
1. Download attached project file and open "test" Scene
2. Open Profiler and enter Play Mode
3. Watch cost of UIEvents.WillRenderCanvases in 2017
4. Watch cost of Canvas.BuildBatch in 5.6

Actual result: The CPU cost of moving world space UGUI render canvas is much higher in 2017 than 5.6.4, nearly doubled.

Reproduced with: 2017.1.2p3, 2017.2.0p3, 2017.3.0b11
Not reproduced with: 5.6.4p3, 2018.1.0a6

Occurring since: 2017.1.0a1

Issue no longer reproduces on recent releases:

5.6.5p1: 2-5 ms
2017.1.3p2: 3-4 ms
2017.2.2p1: 2-3 ms
2017.3.1p4: 2-3 ms
2018.1.0b11: 3-4 ms

Comments (3)

  1. jmitcheson

    May 07, 2018 05:43

    Backport into 2017 LTS at some point would be nice

  2. samizzo

    Mar 06, 2018 23:51

    We're seeing this on 2017.3.0p3 as well. The high CPU cost is a real problem for our game and causing serious framerate issues whenever we move the camera.

  3. mkrzaczek

    Jan 12, 2018 13:38

    This problem is especially apparent on iOS. Unfortunately, the performance drop is significant enough to stop our upgrading to 2017.

    Profiling from iPhone 6, Unity 2017.3.0f3:

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