World Space UI best practices for Native SDK.
Posted: 04 Feb 2026, 19:47
Good evening!
I use the native C++ sdk as part of my custom engine and so far I have implemented and used a single noesis View for screenspace UI.
Now I'm at a point where I need a solution for drawing many (50+) smaller Worldspace UI elements (think healthbars/nameplates) and wanted to get some input on best practices for implementing that.
So far I have two approaches in my head:
1. Transform the Elements into Screenspace based on the position and camera properties and render it on a canvas as part of my existing screenspace View.
2. Or create a separate View for each element and render those individually
Before I go and implement one of the two, is there an approach you would recommend? Maybe there is something other than the two mentioned?
How heavy (performance wise) would it be to have 50 views updated and rendered each frame? Is it something to avoid?
Any input from your experience would be greatly appreciated!
Thanks!
I use the native C++ sdk as part of my custom engine and so far I have implemented and used a single noesis View for screenspace UI.
Now I'm at a point where I need a solution for drawing many (50+) smaller Worldspace UI elements (think healthbars/nameplates) and wanted to get some input on best practices for implementing that.
So far I have two approaches in my head:
1. Transform the Elements into Screenspace based on the position and camera properties and render it on a canvas as part of my existing screenspace View.
2. Or create a separate View for each element and render those individually
Before I go and implement one of the two, is there an approach you would recommend? Maybe there is something other than the two mentioned?
How heavy (performance wise) would it be to have 50 views updated and rendered each frame? Is it something to avoid?
Any input from your experience would be greatly appreciated!
Thanks!