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Should I use a decal or particle system for bullet holes?
I've been looking at several decal solutions for bullet holes, but I'm now wondering whether using a particle system (with a single particle) instead of a decal plane would be any different performance wise.
Since a bullet hole decal is just a static plane, I can much more easily animate and change the effects of a particle bullet hole, and set it to "selfdestruct" without additional coding. So it seems that it is much easier to setup and adjust the bullet hole as a particle rather than a static plane. But is a single particle also the better solution performance wise, and if not why?
Answer by nsxdavid · Mar 18, 2013 at 06:07 AM
A proper decal system will batch all of the mesh triangles for optimal performance. A single particle particle system would be the most inefficient way of doing this.
Consider: http://forum.unity3d.com/threads/141792-Decal-System
That's what I needed to know thanks a lot. Another thing I didn't think about before was the fact that particles rotate towards the camera which for a bullet hole isn't exactly the desired behaviour.
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