Can I use a particle system for critical game functionality?
I have a cannon battery firing like a 100 cannon balls at the same time. Either I have to spawn 100 gameObjects or I can use a particle system to do this. I would like to use the Particle System for performance reasons, but then I have to register damage based on particles hitting the target. This works, but is it a bad approach? Is particles only supposed to be used for visual effects?
"Supposed" differs greatly from game to game, but having 100 objects does not seem like a lot of objects(depending on the platform ofc.). Just make sure to utilize pooling so you don't destroy and instantiate at run time, but just reuse them. pooling ref https://unity3d.com/learn/tutorials/modules/beginner/live-training-archive/object-pooling
Thanks for the input. I'm trying to use the Particle System for now. I'll see if I run into problems with it.
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