almighty_gir, you have to consider there are a lot of reasons for decisions like this. One example would be gbuffer channels. Colored specular vs Scalar is a matter of 2 additional channels.
Indeed, most of the time this is the best setup to use. However I have noticed that having chrome running with a twitch stream on the side for example can still impact the performances.
Considering how congested and inefficient their hitboxes are, i don't take it as a definitive example. Also, that's a fighting game - most of the time would go into balancing and debugging for competitive play.
What have you searched so far? For example this points to a lot of resources and methods. Have you read these? https://www.google.com/search?q=ui effects unity
Sa7an : not really anymore no :P Must faster with today's tools! As for the floaters I did not clean them on that example, but it is really fast to do. A matter of minutes most of the time.
in film for example they paint double res most of the time, so 8k matte for a 4k film, or 4k matte for a 2k film. its not always like that, but most of the time
Yeah, i just installed it to a different location and it works. Have you installed the example projects while installing unity 5? I unchecked them during the installation.
Fbx converts all bones to a straight hierarchy with forward kinematics. So anything fancy will be stripped out. Best bet (for ANY game) is to look for an example hierarchy to start with.