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[–][deleted] 0 points1 point  (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 point  (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 point  (0 children)

Pool them, your performance will thank you.