View.MouseMove() is slow
Posted: 11 Jan 2023, 17:18
Good afternoon. Experimenting with Noesis performance in Unity. Many objects in the scene have their own marker which is displayed on the screen (Not World NoesisView). The more objects, the more markers accordingly.
Noesis draws 9000 markers at an average of 50-60 fps. However, if you move the mouse on the screen you call View.MouseMove(), which takes a long time, because of which there is a sagging fps.
I understand that this is a pure experiment, but there are two questions.
1) Are there any tips for optimizing the rendering of multiple (very many) UI elements?
2) Is it possible that View.MouseMose() has such a delay, because this method bypasses all child marker elements?

Noesis draws 9000 markers at an average of 50-60 fps. However, if you move the mouse on the screen you call View.MouseMove(), which takes a long time, because of which there is a sagging fps.
I understand that this is a pure experiment, but there are two questions.
1) Are there any tips for optimizing the rendering of multiple (very many) UI elements?
2) Is it possible that View.MouseMose() has such a delay, because this method bypasses all child marker elements?
