We have a (monobehaviour based) game in which we have hundreds of Damage Text objects spawning in the world. Im having trouble optimizing these damage numbers which are essentially TMProText objects animating in world space. I have jobified this already for some gains, but there is seemingly no way around a rather large canvas cost (even when using non UGUI version) and the cost of .SetText() which is doing way too much work for our simple case (numbers up to 6-8 digits).
I had the idea of importing Entities into the project, for this purpose. A Text system that can spawn and animate hundreds of quads (entity baked from a prefab) with an SDF shader material, which would do a simple UV lookup to find the glyph for the digit in question, but I dont know whether I can mix Entities Graphics with "normal" graphics. Would this work? Hybrid renderer instancing would also give some gains here I suspect.

