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Question by boudinov · Nov 07, 2012 at 08:06 PM · instantiateperformanceparticlesprefabsmultiple

How to use many particle systems, just varying in size and emitter dimensions

Hello, I am making breakable objects - there are two meshes, one for a intact, and one for the broken state. The broken mesh is attached to an inactive game object. When the object gets hit (by a gun for example), original object is destroyed and the object containing the broken mesh gets activated. I want to use particles to make it more visual appealing effect. I have two options: 1. Instantiate a prefab with particle system(s) on hit 2. Attach particles system(s) to the inactive object

The second one is more appealing because the breakable object vary a lot in size and form. So i can configure each particle system according to the size and form. Otherwise i have to create several particle prefabs, just differing in size.

However, when the game starts, i guess there is overhead for creating all the particle systems upfront, even as inactive. And most of the object might not even get hit during the game. So is this solution sound at all?

Thanks

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