- Home /
Why are non-emitting particle systems cost me extra SetPasses?
I'm having a couple of particle systems parented under gameobjects in my scene. They have playOnAwake set to false so they won't start playing until certain events trigger them. However, even though they're not emitting, profiler still shows a couple of extra SetPasses for them (something that causes performance issues on limited resource platforms such as mobile VR). Why do non-playing non-emitting particle systems cost me those extra SetPasses?
Note: the reason I say they cost me extra SetPasses is that SetPass number in Rendering drops when I remove these inactive particle systems, and goes back higher again when I re-add them.
Your answer
Follow this Question
Related Questions
Setting the Start speed value higher of the particle system, will that decrease performance? 0 Answers
Mesh particle system per-vertex overhead in ParticleSystem.GeometryJob 0 Answers
Optimizing the Performance of a Large Particle System 2 Answers
performance question about particles and instantiating 1 Answer