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Question by DarkToadster · Mar 14, 2018 at 07:26 AM · lightinglightparticlesystem

Lightning with Particle Systems

Hey there!

I have a small issue with mutliple Particle Systems (One Prefab).

The Particle System are creating Lights as the Particles emit. The problem is, that only one System does that. See the GIF to get what i mean. I hope its visible.

I tried to set the Light Source from a other GameObject in the Particle Systems parent and from an other Prefab.

As you can see in the second Image there are 10 Particles generated per System. The light limit is at 50 so there should be at least 40 light sources.

alt text

This is how i configured the Particle System (Prefab) alt text

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Answer by ifurkend · Mar 14, 2018 at 07:39 AM

If you mean the torch light, it is wiser to not use particle lights but individual light with animation curve to cycle the light intensity. If you insist on particle lights, disable Lights midule of the original torch particle system, add one particle system child parented to each torch particle system. This ps only emits 1 large glow particle at any given time and emit particle light. Emitting more than 4 lights per particle system is never a good idea.

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avatar image DarkToadster · Mar 14, 2018 at 07:50 AM 0
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Thanks for your Answer!. I think i'll do it with animation curves. Never thought about that :D.

But i still dont get why only one torch emits lights.

avatar image ifurkend DarkToadster · Mar 14, 2018 at 08:08 AM 0
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1) You can easily achieve the same result with just 1 light vs 10 lights per PS, but the performance you have saved is trememdous. The number of light source is never to be overlooked, that's why many game devs bake the lighting ins$$anonymous$$d of leaving real-time lighting as is.

2) I suppose you're using Forward rendering path. As opposed to Deferred rendering path , each object is limited to receiving 4 point lights in any given time. But even if there are only 4 point lights in your scene, there is some technical complication which causes the object to be unable to receive all 4 point lights consistently.

3) If your target platform is mobile, just forget about particle lights for background objects like the torches in your screenshot unless it is the torch carried by the player character. Use a single big glow over the tiny fiery particles ins$$anonymous$$d.

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