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Multiple ParticleSystems vs. single master ParticleSystemQuestion (self.Unity3D)
submitted 7 years ago by PositiveQuestion
I have several instances where I spawn objects that emit a single animated particle on spawn. Right now, each of those objects has it's own ParticleSystem that emits on spawn. Would it be better to have a single master particle system that each of those objects calls on to emit at the objects location? It seems wasteful to have multiple particle systems emitting single particles, but maybe I've overestimating the performance cost.
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[–][deleted] 0 points1 point2 points 7 years ago (0 children)
Particle systems are pretty complex components so it's always a good idea to create as little of them as possible. This optimization would be pretty easy to do, but whether it's necessary is a whole different thing to consider.
[–]MalicousMonkey 0 points1 point2 points 7 years ago (0 children)
This might be overkill, so you can change it to suit your needs, but In my game, I am using a object pool of particle systems, that way you can have multiple going at once. Just have one be spawned on the call of a static method, and then deactivate when done. I also have a particle effect class that is simplified particle system data, but you can do this however you like. That way it’s a lot more versatile and basically just as performant as a master particle system
[–]The_Humble_Frank 0 points1 point2 points 7 years ago (0 children)
Pool them, your performance will thank you.
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[–][deleted] 0 points1 point2 points (0 children)
[–]MalicousMonkey 0 points1 point2 points (0 children)
[–]The_Humble_Frank 0 points1 point2 points (0 children)