Intro
A high Rendering.UpdateBatches cost in Unity’s UGUI often signals excessive SyncTransform activity. This article breaks down how TransformDirty propagation happens, why frequent SetActive is a common trigger, and how separating dynamic and static Canvas structures can significantly reduce UI overhead in production projects.
Q:
In the main scene report from GameOptim GOT Online, we noticed that UGUI consistently takes around 7ms, which is even higher than in the combat scene.
From the call stack, a large portion of the cost appears to come from Rendering.UpdateBatches itself.







