Search Issue Tracker
Won't Fix
Votes
0
Found in
2017.1.0f3
Issue ID
955181
Regression
No
[iOS] UI Performance decrease in Unity 5.6 (compared to 5.4)
To reproduce:
1. Open project attached by the user
-- There will be 3 different project for different versions of Unity
2. Build and Run Development build on iOS device using Unity 5.4
3. Connect remote profiler and inspect Canvas.SendWillRenderCanvases(), Canvas.RenderOverlays, Overhead, and Canvas.BuildBatch
4. Repeat the same steps with Unity 5.6
Device used: iPhone 5c iOS 9.3.2
Results:
5.4.6f3:
SendWillRenderCanvases - 5.2ms
RenderOverlays - 4.17ms
Overhead - 2.06 ms
BuildBatch - 1.2 ms
5.6.3p4:
SendWillRenderCanvases - 7.6ms
RenderOverlays - 5.44ms
Overhead - 4.85 ms
BuildBatch - 1.39 ms
2017.1.1p3:
SendWillRenderCanvases - 9.5ms
RenderOverlays - 3.7ms
Overhead - 0.37ms
2017.2.0f2:
SendWillRenderCanvases - 9.98ms
RenderOverlays - 4.55ms
Overhead - 0.35ms
Comments (1)
-
paradizIsCool
Jan 24, 2018 10:04
https://forum.unity.com/threads/ui-performance-regression-2017-2-2017-3.513831/
Can't wait for new 2018.1 regressions!
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note (2019.1.X):
this is no more a relevant defect as so much as changed since then. It also can mean unlimited things could have gone wrong between 5.4 and 5.6, which is no longer tractable.