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Do large numbers of stopped particle systems hurt performance?
I added a particle system as a child to a "coin" type item prefab in my game. There are around 300 of these coins in the level. The particle system has "Play On Awake" disabled.
With these prefabs added, performance goes up to 7-10ms per frame even when no particle systems are triggered to play (vs. 1-2ms with the prefabs removed).
There are other ways to play the effect without all the prefabs, but this seems like the simplest solution and I'm surprised at the performance hit. Is this to be expected? Is there a way to use the prefabs without the performance problem?
Thanks!
prefabs often suck ... could you just use a POOL of the items? (Just as you would for bullets, etc.)
You could disable the rendering or the whole object for those coins that are far enough not to be altered the gameplay.
Answer by cbray · Sep 07, 2012 at 06:18 PM
ya, could probably work around it in a number of ways. I'm curious if disabling the rendering would solve the performance issue. Maybe I'll try that next.
Is it specifically ParticleSystems that don't do well in these situations? I've seen large numbers of other prefabs without problem.
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