Hello,
I'm working on a ScrollView which has about 100 "Cards" stored in a UIGrid, and each card has a unique UITexture. Right now we hit a big performance issue and the bottleneck seems to be UIPanel.FillAllDrawCalls. Here is what I see after some debugging:
1. When I start dragging, FillAllDrawCalls() is called because FindDrawCall() for off-screen widget return null and set mRebuild to true.
2. When I stop dragging, UpdateSelf() removes all drawcall for off-screen widget.
As I keep dragging, Step 1 and 2 keeps repeating, therefore there's always a noticable lag at the beginning of the drag. On our targeted Android device FillAllDrawCalls() takes almost 1 second to complete, which make users think it's not draggable. ( Although the performance during drag is okay)
Here is my setting for Scrollview / Panel :

Is there anything I can do to improve the performance?