So after testing some inventory items I noticed there was a noticeable pause in the frame rate when I attempted to load a list larger than 25 items. My project is estimated to have upwards of 150 items in a single list so I decided to simulate this and by god, It took at least 2-3 seconds to show. This is not ideal performance, especially considering my project is entirely 2d.
After looking into this I discovered this lag happens because the entire list if being dumped into memory all at once. The smart way to handle large list would be to implement a Recyclable Scroll Rect
Recyclable Scroll Rect reuses or recycles the least number of cells required to fill the viewport. As a result a huge number of items can be shown in the list without any performance hit.
I would like to request Ork/Makinom use Recyclable Scroll Rect
as its default method of handling lists. (the link above is just an example of the behavior I'm speaking about you can create your own method that works with your ecosystem) Data management is the bread and butter of RPGs and being able to efficiently display that data is the bare minimum of what players expect. (why this isn't default behavior in unity, I have no idea)
I'm not sure how to implement this myself, I believe Ork/Makinom handles the creating of prefabs. But I know for sure I can't finalize my project with such slow menu list performance.
For anyone else reading this, I hope we can come up with a solution since this pretty much effects everyone making a data heavy game.