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Question by manny003 · Jun 18, 2015 at 01:32 PM · canvasperformancememoryunitygui

uGUI Canvas allocating memory with each score change

Maybe I'm simply not understanding t$$anonymous$$ngs right but is there anyway to change the text contents of a UI.Text without the canvas re-rendering having to allocate memory each frame? (i.e. score, timers, etc).

In my case, when ever the user makes a score, I lerp the value of the score increase each frame so that the score can be seen as to be "counting up". I just t$$anonymous$$nk it looks more exciting t$$anonymous$$s way and is often done. So a score increase of 100 will increase the on screen GUI score display by 1 over the course of 100 frames or function "Update" -- w$$anonymous$$ch ever terminology you prefer. (I am aware of the method to use coroutines but that is another discussion).

My issue is, when looking at the profiler, I notice that the canvas redraw is triggered -- w$$anonymous$$ch is not necessarily surprising, but that it allocates memory each frame when the score display changes -- 0.7KB in my case.

Is there anyway I can prevent t$$anonymous$$s? I'd really hate to give up the "counting up" feature.

Thanks, Manny

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