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What is the best practice in Unity while loading the scene. Keeping required objects enabled by default or enable them in Start() via code?

If I have 4 different canvases for 4 different UI screens in one scene. And each canvas has multiple panels inside.

Canvas list:

  • Pause
  • Game Finish
  • Gameplay
  • Settings

Then what is the best practice for best performance, and no extra overhead at runtime for the following situations? I am not caring about the scene loading time at the moment. I am targeting Android platform, med end devices mainly.

  1. I keep all the canvas game objects active by default in the scene and in Start() function I am disabling all canvases expect Gameplay so that you only see gameplay UI when the game starts.

or

  1. I keep all the canvas game objects disabled by default in the scene. So when the game starts, I am enabling Gameplay canvas in Start() menu and rest of them in different situations?

Here are my doubts,

  • Will there be any memory related performance differences?
  • Is loading time affected?
  • Will I have any CPU overhead or spikes if I activate any canvas object at run time for the first time, which was never active when the scene started?
over 4 years ago · Santiago Trujillo
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