title: Unity3D invisible Canvas performance
body: <p>I'm developing a 2d menu heavy mobile game, which uses a lot of canvases, panels, popups etc. In the beginning I had all menus active at all times, but only the ones that the user can use lie within the frustum (i.e. the others are just translated out of sight). Then I switched to deactivating the menus that the user can't see, just to increase the game performance. This however causes many inconveniences for me, like e.g. state variables in the Animator component resetting when de- and reactivating a GameObject.</p>
  
  <p>So what is the best way to do this? Is the deactivation of temporarily unused canvases even worth it, or is Unity automatically clipping away the UI that lies out of the frustum, so there's basically no performance cost?</p>