Hi! I used NGUI in one of my projects, it seems that it does not work good on older devices or I dont know how to use it properly
i suspect on three draggable panels that have softclipping on them. I dont know the right combination of shaders and tricks to get it right on, for example older samsung galaxy s2 type of device.
the things i know i can optimize:
1.) disable nguis that are off the screen (it reports less draw calls when they are not visible, but it seems that fps drops when they are disabled), i am not sure how to disable ngui elements and game objects with NGUITools.SetActive(GO,false/true)
because when it is disabled then i cannot find it with name again and i have to maintain reference to it.
2.) try to rearrange things so that i dont get too much overdraws (if i understood correctly no overlapping, or it should be avoided, stacking sprites on top of them, but this is something that i cannot avoid since there must be background to draw onto). One question about this, since i need background for draggable panels with collider to work, can those backgrounds have alpha set to zero so they are not visible but not count for a performance drop?
3.) use only one atlas for everything
things i am not certain about
1.) what shaders for clippedpanel i should use if i want to use it on mobile devices (older, but not that old)?
what else i should take into account, how many elements on the draggable panel, sprites, etc...
2.) what else i should take into account to make ngui fast enough for older devices.
i have to say that ngui is very good gui system but i do not have enough experience to make it work efficiently, i would appreciate your help!
thank you!
one more things to say, when profiling i see UIPanel.LateUpdate as more then 40%, is this a problem?