NOTE: This seems to be a bug in earlier version, after upgrade to the latest, it works good.
Hi, currently I'm optimizing my game for mobile device. I think all UISprites sharing a same atlas in a panel should only use 1 DC, and each UITexture cause extra 1 DC, is it right?
Now I have 2 prefabs like below. In Game scene, there will be 6 prefabA & 6 prefabB , so I guess the DC total count should be 1+6=7. 1 is for all widgets sharing my atlas and 6 is for each UITexture.
Unfortunately the panel tool shows there're 49WG & 30DC in this panel, it really cause some performance problem of UIPanel.LateUpdate() in profiler.
Where am I wrong? The depth? The label? Thank you!
PrefabA (UIFollowTarget)
|---UISlider(HP)
| |---background (fromSameAtlas)
| |---foreground (fromSameAtlas)
|---UILabel(Name, DynamicFont)
PrefabB
|---UISlider(HP)
| |---background
| |---foreground
|---UILabel(Name)
|---UITexture(Portrait, only thing different from PrefabA)