Performance Tips
intermediate performanceHighlight Plus 2D · Troubleshooting & FAQ
Highlight Plus 2D is lightweight by design, but these tips help you get the best performance in scenes with many highlighted sprites.
Key Optimisation Levers
| Setting | Recommendation |
|---|---|
| Glow Passes | Reduce the number of glow passes (default 4). Fewer passes = fewer draw calls. Two passes are often sufficient. |
| Glow Width | Keep glow width moderate. Very large values increase fill-rate cost. |
| Outline Quality | Lower quality levels use fewer samples and render faster. |
| See-Through | Only enable on sprites that actually need x-ray visibility. Each see-through sprite adds an extra pass. |
| Shadow | Shadows add an extra draw per sprite. Disable on sprites where the shadow is not visible. |
| Include Mode | Use Only This Object when children do not need highlighting. This avoids processing child renderers. |
Manager vs Per-Sprite
| Approach | Best For |
|---|---|
| HighlightManager2D | Scenes with many sprites that should react to pointer hover. The manager only activates effects on the hovered sprite. |
| Per-sprite HighlightEffect2D | Sprites that need always-on effects or custom configurations. Combine with scripting for precise control. |
General Tips
- Disable Preview In Editor when not actively tuning effects — it runs the shader pipeline in the Scene view.
- Use the Ignore flag on sprites that should never be highlighted instead of removing the component (avoids re-adding later).
- When highlighting groups, prefer Include = Children on the parent rather than adding individual
HighlightEffect2Dcomponents to each child.
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