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Question by Larry-W · Nov 18, 2015 at 12:46 AM · scriptingbasicsparticle systemperformance optimizationc #

ParticleSystem performance optimization questions: Clear(), Stop(), SetActive(false)

Say I have a ParticleSystem Component on a GameObject.

If .SetActive(false) is called on that GameObject while the ParticleSystem is still playing, does the ParticleSystem .Clear() itself?

Does it cost anything performance-wise to call .SetActive(false) on a GameObject containing a ParticleSystem that isPlaying (would it be better to .Clear() it first?)?

What about .Stop()? Does .Stop() also Clear() a ParticleSystem?

When should I use .Clear()?

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