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Shuriken particles - strange load CPU with ParticleSystem.Update
I'm creating about 100 of shuriken particle systems (with max particles 10 each). Then I disable all of them (renderer.enabled = false), stopping them (.Stop() or .Pause()). Even setting emitterEnabled = false.
But even after this I loose all my CPU power on ParticleSystem.Update process. My FPS on iPad dropped from 40 to 7. ParticleSystem.Update() takes all my time.
What's wrong with this?
PS: Prewarm is off, particle systems are separate objects that are instantiated directly into the world (not attached to any other gameobjects).
The "Prewarm" option allows unity to calculate the particles before they ever start playing, even if they are off. This may be at least part of your problem.
Answer by sparrow · Oct 17, 2013 at 04:19 PM
I am having the exact same issues. Too bad none of the Unity devs are responding to this. I guess I will be rewriting the particles to a legacy system also...
Answer by soulburner · Sep 27, 2012 at 10:01 AM
I couldn't solve this issue and re-wrote particles from shuriken to legacy. And everything worked fine! 0% CPU load.
My assumption is that shuriken particles (even if I stop them) always check all particle systems for the dead status and that's the reason it takes lots of CPU power. And I didn't find the way to shut it down.
Btw, CPU load when running on PC was veeery low. But on iPad ParticleSystem.Update() took a huge part of the load. Maybe the ParticleSystem.Update process is also poorly optimized for iOS?
Answer by nsmith1024 · Feb 24, 2016 at 02:00 AM
I see the same issue, fps drops to 1 fps when i use many particles.
Answer by GonTar_X · Dec 03, 2019 at 10:19 PM
same issues here. . . a lot of friends argue about this too
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