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Question by jankrib · Sep 04, 2015 at 10:08 AM · performancecollision detectionparticlesystem

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?

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avatar image CaptainKirby · Sep 04, 2015 at 11:04 AM 0
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"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

avatar image jankrib · Sep 07, 2015 at 07:11 AM 0
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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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