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Question by christianstrang · May 28, 2015 at 11:07 AM · androidmobileparticlesparticlesystemlag

Mobile: Playing particle effect for the first time, system lags

I have a simple game where the user has to type with the virtual keyboard and everytime a key is pressed, the particle System is played. The first time its played, the particle system makes the game lag, after that it plays smooth.

Is there a way to preload it? I tried playing the particle system before the key is pressed, but that doesn't fix the issue, does anybody have experience with this?

Additional information: I'm not instantiating the particle system, I have just placed it in my scene and ".Play()" it.

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avatar image supershwa · Jul 12, 2016 at 05:42 PM 0
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I'm having the same issue. It did not begin to occur until I added a ~30k poly 3ds max character w/ animated biped and some C# changes, maybe a new layer...other than that I can't think of what else changed.

Oh, actually, I did mess around with loading code at some point (duh). I was just using Scene$$anonymous$$anager.LoadScene("name") originally but I did change it - am not at the workstation now but will follow up on this when I get the chance.

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Answer by HarshadK · May 28, 2015 at 11:25 AM

If your particle system set to be 'Looping' then you can select the 'Prewarm' option.

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avatar image christianstrang · May 28, 2015 at 12:07 PM 0
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Sadly in my game the looping is not needed, the particles should play after the users clicks on a button.

avatar image HarshadK · May 28, 2015 at 12:09 PM 0
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If it occurs on the first load only then try to play and stop the particle system in the Start() method.

avatar image christianstrang · May 28, 2015 at 01:21 PM 0
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I tried playing the particle system when the scene loads but it doesn't help, there is still the lag the first time I click the button, though after that, it runs smoothly. Though I haven't try to "stop" it, will test it and get back to you :)

avatar image christianstrang · May 28, 2015 at 02:35 PM 0
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I restructured my project (having multiple scenes $$anonymous$$ENU, GA$$anonymous$$E, GA$$anonymous$$EOVER) and for some reason it works now (without adding the .stop method). This question is probably not very useful for anybody encountering the issue as the problem solved itself :/

avatar image TruffelsAndOranges christianstrang · Dec 26, 2015 at 11:40 AM 0
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I have the problem in Unity 5.3, so I still think there is some pooling problem in the Play-method of the ParticleSystem class.

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