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Question by Whiteleaf · Aug 28, 2015 at 06:26 PM · unity 5instantiatedelay

Instaniate delay issue

I'm creating smoke particles when x happens with instaniate, my problem is that it clones the object around 1/10 of a second after it hits an object. I don't know what's causing this, the game is also running at a solid 60fps so it's not a lag issue. Later on I will switch to object pooling but for now I'm using instaniate, so this is kind of an issue right now. Also I'm using Unity 5, if you need that.

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avatar image Dave-Carlile · Aug 28, 2015 at 07:12 PM 0
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You'll probably need to show us the code involved.

avatar image Whiteleaf · Aug 29, 2015 at 07:36 PM 0
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There isn't any code to show, I'll put what I'm using here but it's just instantiating something:

Instantiate(smokeImpact, hit.point, Quaterntion.identity);

hit.point being the point in space where my RaycastHit, well, hit. The smokeImpact is a particle system, there is no delay set on the particle system.

avatar image Dave-Carlile · Aug 29, 2015 at 08:12 PM 0
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How do you know the delay is happening after you call Instantiate?

avatar image Whiteleaf · Aug 29, 2015 at 08:23 PM 0
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Well, for one when I had bullets holes ins$$anonymous$$d of smoke particles, it was instant. When I switched over to smoke, it was delayed a tiny bit. I think it's just the particle system, though. It happened to me in another project and doesn't happen with the ellipsoid particle system. I don't know what would be causing it with the particle system, but something is.

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