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Question by Skunkorama · Apr 21, 2019 at 12:44 PM · collisioncolliderparticlesenemies

How can I give particles "health"?

I'm making a mobile game that requires 500+ enemies on screen at once. I found that I can get excellent performance by having my enemies as particles and my player bullets as rigidbody colliders.

But, these enemies only have one chance at survival! I tried setting "lifetime loss" on collision to simulate health but the particles lose momentum and seem to change rotation, even though dampen and bounce are set to 0. I would like them to stay their course while they are getting hit.

Help much appreciated!

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avatar image cdr9042 · Apr 22, 2019 at 10:29 AM 0
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You can try using the ECS for performance. Basically, ins$$anonymous$$d of assigning a component for each enemies, let a single manager handles updating all of them

https://unity3d.com/learn/tutorials/topics/scripting/introduction-ecs

avatar image Skunkorama cdr9042 · Apr 22, 2019 at 08:11 PM 0
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Thanks, I will look into this if my particle solution fails. Curious to see the performance when colliders are involved.

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Answer by richardkettlewell · Apr 21, 2019 at 07:27 PM

Try https://docs.unity3d.com/ScriptReference/ParticleSystem.SetCustomParticleData.html

The example that assigns a unique ID could assign a health value instead.

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avatar image Skunkorama · Apr 22, 2019 at 10:46 AM 0
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Thanks for the reply, this is very useful. However, I still need some kind of hit detection system for each particle. The particle trigger module would be good for this but it doesn't allow for prefabs in the Colliders property. I tried iterating through my prefab bullet colliders and adding them to this list but there seems to be a max limit of colliders/it doesn't work for some other reason.

It would be great to have a collision module option that only sends callbacks or a trigger module that allows for collider instances.

avatar image richardkettlewell ♦♦ Skunkorama · Apr 22, 2019 at 06:29 PM 0
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Prefabs have no position in the world. You must use an instantiated object.

You’re right that the max collider count is quite low I think.

avatar image Skunkorama richardkettlewell ♦♦ · Apr 22, 2019 at 07:19 PM 0
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Yes sorry I meant iterating over my instantiated bullets by adding them to a list and using foreach to add them to the trigger collider when they are instantiated. This works for 3-6 bullets out of 100. It seems I'm in the classic one thing almost works then another thing almost works but no dice.

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