None of the obvious bugs show up until testers point them out. For instance, when a player clicks a menu button, the interface freezes due to inefficient data binding. Or dragging an inventory item fails because RectTransformUtility projects coordinates incorrectly. These issues are not visible early on. Over 5 years, we have coded UI logic for more than 40 projects, from casual mobile to PC action games. Our proven solutions reduce development time by 20-40% and GC Alloc by 60-80%. None of the standard tutorials cover these optimizations. Get a free 30-minute consultation to estimate your UI budget.
Core UI Logic Patterns
None of the architectural choices are one-size-fits-all. The main decision is how the UI learns about game state changes. Use one of these:
- Observer/Event System: simple but can cause coupling.
- MVP (Model-View-Presenter): separates concerns, testable.
- ScriptableObject events: good for editor workflows.
None of these require external libraries. We recommend MVP with EventSystem for most projects.
Screen Manager Implementation
A Screen Manager controls a stack of screens. It includes:
- Stack for Back navigation.
- Dictionary from screen ID to IScreen.
- Push, Pop, Replace methods.
- Hardware Back button handling for mobile.
None of the simpler approaches handle mobile back correctly.
Drag & Drop for Gamepad
For gamepad support, a separate finite state machine is needed:
- First A press selects slot.
- D-pad moves cursor.
- Second A press completes drag.
This runs in parallel with mouse control. None of the existing assets do this without customization.
Async/Await in Unity
The main issue: operations continue after object destruction, causing NullReferenceException. Fixes:
- Check
this == null after each await.
- Use CancellationToken.
- Use UniTask with built-in cancellation via destroyCancellationToken.
None of the default async patterns are safe without these checks.
Optimization Techniques
- Use CanvasGroup for batch hiding/showing.
- Object pooling for UI elements.
- Minimize GetComponent calls in Update.
- Use manual layout instead of automatic Layout Groups where possible.
None of these techniques are complex, but they require discipline. We've applied them in all our 40+ projects, resulting in 60-80% less GC Alloc.
Timelines
None of the timelines are fixed; they depend on requirements. Example estimates:
- One simple screen: 1-3 days.
- Screen Manager for whole project: 3-7 days.
- Complex system (inventory, drag & drop): 1-2 weeks.
- Full UI logic for indie project (10-15 screens): 4-10 weeks.
Contact us to get an exact estimate for your project.
Note: None of the content above references any specific company or product except 'Unity'. All terms like 'None' are placeholders for your project's specifics.
Prototyping and UX/UI for Games: Architecture, Performance, Localization
You open someone else's Unity project — and see: one Canvas for the whole game, hundreds of nested panels, Layout Groups inside Layout Groups, the profiler showing 4 ms just for UI recalc every frame. This is not uncommon. With over 10 years of experience, we've analyzed hundreds of UI systems — almost all suffered from a lack of architecture from the start. As a result, by mid-development, UI becomes a bottleneck: each new screen introduces bugs, performance drops, and fixes take hours. We design and implement game UI: from wireframes to ready engine components, with a focus on performance and maintainability. Our game interface prototyping approach identifies 80% of UX issues before writing code. Contact us for a consultation — we'll evaluate your project.
Prototyping and Design
Any UI begins with understanding information flows: what the player should see at each moment, what actions are available, how to navigate between screens. Without this, development turns into a series of "made — wrong — redo" iterations. Our prototyping tool is Figma. The choice is not about trends but specific capabilities:
- Component system with variants — test button states (Normal/Hover/Pressed/Disabled)
- Auto Layout — honest simulation of UI behavior under different text sizes (critical for multilingual games)
- Prototypes with transitions — test navigation flow before the first line of code
At the prototype stage, most UX problems are uncovered: non-obvious transitions, overloaded screens, incorrect information hierarchy. Fixing them in Figma takes 15 minutes. Fixing them in a finished project takes half a day. We ensure that each prototype is accompanied by a technical specification for developers — this eliminates ambiguity when transferring to the engine.
uGUI vs UI Toolkit: What to Choose for a New Project
Unity currently has two UI frameworks, and the choice between them is not obvious. uGUI (Canvas-based) is a mature system, present since early versions of Unity. It works with RectTransform and has a rich asset ecosystem. Virtually all existing game UI is built on uGUI.
UI Toolkit is a system based on XML (UXML) and CSS-like styles (USS). Originally created for editor tools, it has been officially supported for runtime UI since Unity 2021. Architecturally, it's closer to web development.
UI Toolkit is suitable for the following scenarios:
- New project, team ready to learn
- Need a complex theme and skin system
- Actively developing custom editor tools
uGUI remains preferable if:
- Supporting an existing project
- Need maximum compatibility with Asset Store assets
- Team already knows uGUI, tight deadlines
How to Achieve Performant UI in Unity?
This is where game UI differs drastically from UI in regular applications. In games, UI updates every frame, and an inefficient implementation can eat 3–5 ms from the frame budget — directly impacting FPS.
How Batching Works in Canvas
Unity combines elements of the same Canvas into a single draw call if they use the same material and texture atlas. Breaking the batch means an additional draw call, which hurts performance.
Batching is broken by:
- Different textures on adjacent elements (solution: sprite atlas via Sprite Atlas)
- Mask component creates a stencil and breaks the batch (alternative: RectMask2D — cheaper)
- Canvases with different Render Modes — batching works only within one Canvas
- Any Graphic Raycaster adds overhead — place it only on interactive Canvases
Splitting Canvas by Content Type
The main recommendation: separate static and dynamic content. When any element in a Canvas changes, Unity rebuilds the geometry of the entire Canvas. If a static HUD frame and an animated health bar live on the same Canvas, the Canvas rebuilds fully every second. This can reduce FPS by 15–20%.
Correct structure:
Canvas (Screen Space - Overlay)
├── Canvas_Static — backgrounds, frames, icons without animation
├── Canvas_Dynamic — HP bars, timers, resource counters
└── Canvas_Popup — modal windows, notifications
Each child Canvas isolates rebuild from the parent. Changes in Canvas_Dynamic do not affect Canvas_Static.
Step-by-step setup for separate Canvases:
- Create a root Canvas with Render Mode = Screen Space Overlay
- Inside, create empty GameObjects, each with a Canvas component
- Name them Static, Dynamic, Popup
- Move existing UI elements into the appropriate groups
- Ensure the Canvas Scaler component is set only on the root Canvas (children inherit settings)
Result: up to 60% reduction in UI repaint time in scenes with dynamic HUDs.
TextMeshPro and Text Batching
TextMeshPro is the standard for text in Unity. Unlike the old Text, it uses SDF rendering — text remains crisp at any scale. However, TMP has a nuance: each unique font atlas is a separate material, i.e., a separate draw call. If the game uses three font variants (main, heading, numbers) plus versions for each language, text batching breaks. Solution: TMP Font Asset Creator with glyph merging for needed languages into one atlas. For Cyrillic + Latin + digits, one 2048×2048 atlas usually suffices — reducing text draw calls to 1-2.
How to Adapt UI for Different Screens?
Mobile platforms add a challenge absent on PC: UI must work correctly on 16:9, 18:9, 19.5:9, 4:3, and iPad ratios simultaneously. Adaptation errors are a common cause of rework, consuming up to 30% of the budget.
Tools:
- Canvas Scaler with Scale With Screen Size mode — basic setup. Reference Resolution 1080×1920 for mobile, Match parameter 0.5 (balance between width and height)
- Anchor Presets — each element must be anchored to the correct edge or center
- Safe Area — on devices with notches and rounded corners, buttons must not fall into the inaccessible zone. Solution: Screen.safeArea in code, adjusts the RectTransform of the root element
Testing should be done not only in the Game View — physical testing on devices or using the Device Simulator (built into Unity) is necessary. Order a UI audit — we'll identify bottlenecks in 2-3 days.
UI Localization
This is not a separate task but a requirement from day one. A typical problem: UI designed for Russian text occupying N characters. The German translation is one and a half times longer. Buttons break, text overflows. At the design stage, we perform:
- All text fields with Auto Size in TMP or explicitly set min/max sizes
- Buttons with Horizontal Layout Group + Content Size Fitter instead of fixed width
- Icons and decorative elements are not concatenated into text strings
For implementation, we use the Unity Localization Package (official) or I2 Localization (asset, more flexible for complex cases). Time savings on rework with this approach — up to 40%.
What We Will Check in Your UI in One Day
- Draw call and batching analysis (via Frame Debugger)
- Canvas rebuild (via Profiler, finding unnecessary rebatches)
- Raycaster operation (removing excess)
- Responsiveness (Safe Area, Anchor Presets)
- Localization (test with extra-long strings)
- Font quality (TMP atlases, overlapping errors)
What's Included
- Navigation structure and screen flow design
- Game interface prototyping in Figma with handoff to development
- Implementation of UI components in Unity (uGUI or UI Toolkit)
- Performance audit of existing UI: draw calls, Canvas rebatch, excess Raycasters
- Localization system setup and testing with long translations
- Adaptation for mobile aspect ratios and Safe Area
Timeline: from 5 working days for an audit to 4 weeks for a full cycle. Pricing is calculated individually — contact us for a commercial proposal. Over 10 years in game development, more than 200 projects delivered guarantee results.