ReLayer Floating UI Stress Test: Performance in a Busy Battle Scene
A look at the Floating UI in development for ReLayer and what we learned from a demanding Android emulator test.
How does Floating UI hold up when the screen gets busy? We tested the ReLayer sample with rapid camera and character movement, theme changes and a flood of numbers. Here are the results from our 30-second Android emulator run.

What happens when the screen gets busy?
We put the development sample through a continuous 30-second stress cycle: rapid theme requests, camera changes, moving characters, a flood of numbers and finally all of those together. In the two dense phases, the test targeted 1,000 presentation events per second. These are test display events, not gameplay damage.
The display uses a pool of 128 live number slots. When it fills, newer events replace older ones. A thousand events per second therefore does not mean a thousand numbers are visible at once. The themes were prepared in cache before the measured cycle.
The result, with its boundaries
On a 1080p Android emulator using Unity 2022.3 and native x86_64, the 30-second run averaged 66.85 Unity camera frames per second and 88.37 WebView animation callbacks per second. It submitted 12,012 display events without skipped emission work. Both averages exceeded 60, but individual measurement windows dipped below it.
A separate Unity 6 ARM64 run on the emulator averaged 52.80 Unity FPS and 87.92 WebView FPS. Both the engine version and process architecture differed, so the two runs do not isolate one cause. These are emulator measurements with recording overhead, not physical-device results or a frame-rate guarantee.
An interface that belongs in the world
The sample brings names, health bars, damage and healing numbers, buffs and combos into the scene. Eight visual styles offer different starting points, from fantasy to a sharper tactical look. The React source can be adapted to fit a game's own visual language.
Unity tracks where the UI belongs as the camera and characters move. The React content is captured as an image and updated asynchronously when its contents change. Position tracking and content refresh are separate, so a fresh health value may arrive after the movement it accompanies.

Making room for the next hit
The test helped us find places to reuse prepared visuals and reduce repeated work while preserving the same workload. It also reminded us to look beyond an average: a momentary pause matters when a player is following a fight.
The expanded Floating UI and stress-test improvements described here are still in development and have not been released in a store package. We will continue testing across configurations as we prepare them for release.
