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Particle System Pulsating
I recently made a waterfall (working from the template particle system + script from unity under 'standard assets'). I've adapted plenty of waterfalls using this basic template, but recently, one of my waterfalls began to pulsate - it 'turns on and off' for one second bursts. I've check my component scripts, and can't find anything wrong that would cause this, but maybe I'm just overlooking something simple. Can anyone shed some light on what might cause this effect?
How many particle effects are there in your scene? I'm given to believe that there is a limit to the amount of particles that can exist at any one time (and a waterfall sounds kind of dense).
It was caused by the particle density. I increased the particle size and decreased the amount emission rate, which fixed my problem. Thanks Syclamoth.
Answer by Winterblood · Jan 14, 2012 at 12:58 AM
Probably a combination of the following params:
spawn rate
max particles
particle energy
Example: if you spawn 100 particles per second, with an energy of 3 seconds, you'll get 300 particles spawned before any of them start to disappear. If you have the max particles set to 200, it will reach that limit after 2 seconds and stop spawning particles for one second, until some start dying off. Then it'll keep going in waves as you describe.
Either crank up the max particles, or reduce one or both of the other params, and see if that solves it...
Probably one of the best summaries of particle systems limits I've seen Winter, thanks for the advice. I've decreased my spawn rate, which did the trick.
It sounds really self-explanatory, but this was my issue as well. Had to rework my fairly complicated activation script before I found your 5-year old answer, which fixed my problem as well. Thanks!
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