Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
1
Question by TheRebirth2393390183 · Jun 20, 2017 at 09:53 AM · optimizationrendererparticle system

Is it possible to hide certain particles (disable rendering) while still calculating its motion?

I was trying to implement a feature into my game where players can switch between two visions (and therefore some particle systems become invisible and its particles will not collide with the player while others do the reverse).

If only I could make a compromise... I came up with several possibilities:

1.Always render all particles in both visions. When player switched the vision, simply make a particle shader completely transparent. However, this is not a suitable solution since mobile devices will run into a performance issue - If this solution is used, this will result in an estimated amount of average rendered particles in a scene outnumbering 60k in the highest difficulty, and 16k in easy mode.

2.Use Prewarm to simulate particle behavior. But I'm afraid this will bring a large spike to both CPU and GPU profiler. Also, I'm not sure whether Particle Playground 3 is able to reproduce some complex particle event cases.

3.Transform particle systems to different locations when player vision switching is triggered, but that requires local simulation spaces if I want to transform particles as well. And if local spaces are used, what about collision? (since it's a bullet hell game). (Actually, I don't have a proof that offscreen particle motions will be calculated either.)

Ultimately, I want to be able to eliminate negative performance impacts caused by high amount of particles onscreen. Is it possible to hide certain particles (in the best scenario, disable rendering these particles) while still calculating its attributes?

Thanks.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

2 Replies

· Add your reply
  • Sort: 
avatar image
0

Answer by ifurkend · Jun 20, 2017 at 10:04 AM

You can change the "max particle size" in particle renderer module to zero which effectively hides all particles while retaining the particle meshes in the screen. But I have no experience if it would trigger performance spike.

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users
avatar image
0

Answer by JxWolfe · Jun 20, 2017 at 11:30 AM

this would still calculate the particles but not show them, if you put them in a layer, and that layer couldn't be seen by the camera then you wouldn't see them... from that camera

Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

72 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Optimize Occlusion Culling and Particle Systems in a House sized scene 0 Answers

How to change partcile system's order in layer through script? 1 Answer

Optimize Particle Emitter with Massive # of Particles 0 Answers

How Do I Not Render Objects That My Player Doesn't See 1 Answer

Too much assets for mobile game 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges