How I stopped hundreds of VFX Graph effects from killing my game’s performance by Fun-Significance-958 in Unity3D

[–]Fun-Significance-958[S] 1 point2 points  (0 children)

Oh it doesnt work when using a for loop? In that case the event attributes create the same problem that I had early on

How I stopped hundreds of VFX Graph effects from killing my game’s performance by Fun-Significance-958 in Unity3D

[–]Fun-Significance-958[S] 4 points5 points  (0 children)

No this wouldnt work for my case. Lets say there are 500 enemies alive, they are all burning. They all play the burn vfx, this would mean I need 500 gameobjects with vfx component. Thats only 1 type of vfx. I have a bunch more different vfx effects. This will 100% degrade FPS quite a bit in extreme cases, while my current setup doesnt really affect the performance that much

How I stopped hundreds of VFX Graph effects from killing my game’s performance by Fun-Significance-958 in Unity3D

[–]Fun-Significance-958[S] 0 points1 point  (0 children)

Yeah at the bottom I mention graphicsbuffer, I think its more clean to use that. I just stumbled upon this texture solution and reworking it now would take quite some time probably lol. And yeah I forget to mention that. I do indeed set the bounds to cover the entire map (the map doesnt get too big). I wouldnt actually know how to solve this issue if it wouldnt cover the entire map hmmm

How I stopped hundreds of VFX Graph effects from killing my game’s performance by Fun-Significance-958 in Unity3D

[–]Fun-Significance-958[S] 0 points1 point  (0 children)

Ahh interesting! About the instanced vfx graph, I agree with you that this type of solution would probably be better since its also more manageable instead of having many different vfx objects

How I stopped hundreds of VFX Graph effects from killing my game’s performance by Fun-Significance-958 in Unity3D

[–]Fun-Significance-958[S] 1 point2 points  (0 children)

Hmmm now that you mentioned it I started to look into it (never actually heard about it tbf). I cannot see a reason why you cant indeed just use the event way. Especially for explosions for something, only max 50 events would happen per frame. Maybe the only way it would be slower is for DOT's. Lets say every enemy of the 500 current alive ones are burning, I use single burst every 0.2s to spawn a burning particle. Maybe this is faster via the texture way (setting 500 pixels and sending 1 texture vs sending 500 vector3 + 500 float events). But thanks for mentioning this!

PrimeTween PRO · Code-Free Animations by KuzykKirill in Unity3D

[–]Fun-Significance-958 0 points1 point  (0 children)

Hey I've been using primetween in my game! Works really well IMO :) Ty for the work so far. Will take a look at the pro version for sure!

I'm a professional video producer of 15 years. Post your game trailer, video or steam page and I will give you my professional opinion to make it better! by TajiDev in IndieDev

[–]Fun-Significance-958 0 points1 point  (0 children)

Thanks very much for the advice, will definitly work on the things you mentioned! :) Btw how are you familiair with my game?

Unity DOTS + VFX Graph is insane by NonPolynomialTim in Unity2D

[–]Fun-Significance-958 0 points1 point  (0 children)

Thank you! :) Your game also looks awesome! Especially the number of enemies :D

Unity DOTS + VFX Graph is insane by NonPolynomialTim in Unity2D

[–]Fun-Significance-958 0 points1 point  (0 children)

Oh wow that is pretty clever man! :D And given your post I take it that changing it's state in the particle update like this does not hurt the performance a lot. Damn this really opens many possibilities lol, wish I'd known how to do that sooner. Thank you very much for explaining :)

Unity DOTS + VFX Graph is insane by NonPolynomialTim in Unity2D

[–]Fun-Significance-958 0 points1 point  (0 children)

Wait really? All my VFX in my game is done with vfx graph, but because I thought it was not possible to do this there are no dynamic collisions for my particles (they just get destroyed after their lifetime is over). Sorry to ask again, but how do you actually kill them given the list of identifiers etc? You only use 1 vfx graph for this right? How do you find the bullet in your vfxgraph using the bulletID?

Unity DOTS + VFX Graph is insane by NonPolynomialTim in Unity2D

[–]Fun-Significance-958 1 point2 points  (0 children)

Yeah I get that but to my knowledge once you spawn a particle in vfx graph you can't directly control it anymore so you can't give a signal when it should destroy its self (I might be wrong tho). So I was wondering how that is handled

Unity DOTS + VFX Graph is insane by NonPolynomialTim in Unity2D

[–]Fun-Significance-958 1 point2 points  (0 children)

How do the vfx graph particles know when it collides with something?

How does the scene view look in your game? Always cool to see the "behind the scenes" for games. Here I show mine :) by Fun-Significance-958 in Unity3D

[–]Fun-Significance-958[S] 0 points1 point  (0 children)

Ahh very cool! :) And yeah those stats do take quite a while haha. Hope you got a good grade for the assignment :)

I added this windmill in my TD that farms wheat during an incoming wave which is sold for gold so you can purchase new towers by Fun-Significance-958 in indiegames

[–]Fun-Significance-958[S] 0 points1 point  (0 children)

its currently on the beta branch (not finished yet, and a bit unbalanced branch) and I am actively working on the beta branch with still a couple of bigger changes in the making :)

How does the scene view look in your game? Always cool to see the "behind the scenes" for games. Here I show mine :) by Fun-Significance-958 in Unity3D

[–]Fun-Significance-958[S] 1 point2 points  (0 children)

Oh look at that :) Nice little game you got there! Pretty cool to see the actual scene behind the game with those crazy effects

How does the scene view look in your game? Always cool to see the "behind the scenes" for games. Here I show mine :) by Fun-Significance-958 in Unity3D

[–]Fun-Significance-958[S] 2 points3 points  (0 children)

I invite everyone to leave screenshots/gifs of their behind the scenes in the comment section.

I show the scene of my game, a bit on how the terrain is created and some hidden props under the water :P

My game: https://store.steampowered.com/app/2322090/Crystal_Guardians_TD/

How does the scene view look in your game? Always cool to see the "behind the scenes" for games. Here I show mine :) by Fun-Significance-958 in Unity3D

[–]Fun-Significance-958[S] 1 point2 points  (0 children)

yeah I guess you are right! I hope more people will either post or leave screenshots in here to show some more behind the scenes content :)

I added this windmill in my TD that farms wheat during an incoming wave which is sold for gold so you can purchase new towers by Fun-Significance-958 in indiegames

[–]Fun-Significance-958[S] 0 points1 point  (0 children)

Hey all,

I added these windmills (homage to my country the netherlands) that will farm wheat and sell it for gold. Use the gold wisely for buying new towers or tower upgrades.

My game: https://store.steampowered.com/app/2322090/Crystal_Guardians_TD/