ドキュメント

Unity Engine


User Manual

Script Reference

Unity Engine


Platform and mesh considerations

Consider device capabilities and avoid mesh tessellation.
読み終わるまでの所要時間 1 分最終更新 24日前

Things to consider when building UI for different platforms and mesh tessellation.

Consider device capabilities

Some Android devices and the Web platform can't partially patch index buffers. If your audience uses such devices or if you target the Web platform, UI Toolkit rendering is still functional but performance may be degraded. To avoid performance degradation, don't animate too many elements at the same time and profile on device.

Avoid mesh tessellation

It's computationally expensive to build mesh tessellation for visual elements. Any time the size (width/height) of the element changes, its geometry re-builds, which can be an issue with animations or frequent resizing.
Generally speaking, transforms and texture aren't good choices in terms of flexibility and re-use. However, when you animate, to get better performance, do the following:
  • Use transforms instead of width or other layout properties
  • Use textures or 2D sprites instead of rounded corners and borders

Additional resources