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