• Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
This question was closed Jun 17, 2017 at 04:57 PM by Pafk for the following reason:

The question is answered, right answer was accepted

avatar image
0
Question by Pafk · Jun 17, 2017 at 04:12 PM · meshparticlesystemframerateemission

Scaling ParticleSystem Emission rate to mesh size

I have started doing some optimization on a particularly heavy addition to a game I'm working on and through use of the profiler I see that one of the heaviest single operations happening is modification of a ParticleSystem. I have a ParticleSystem whose emission is on a MeshRenderer whose shape and size is changing a lot. Trying to keep the visual aspect of the ParticleSystem consistent by modifying it to consider the edges/triangles/vertices in the mesh works, but it is a huge drain on framerate. In one example in the moment that the number of triangles in the mesh stops changing the framerate will jump from 20 to 60 (the 60 is vsynced from what I can tell, this is in a built version of the game so it is faster than what I would see in the editor with the profiler running).

Is there a way to change the settings of the ParticleSystem more efficiently if I can't predict future changes to create a MinMaxCurve, or is there a setting of the ParticleSystem itself that I can change so that the ParticleSystem doesn't try to optimize on the assumption that its settings are static. For example, would turning prewarm off increase efficiency because it doesn't need to calculate the entire duration of the loop every time it is changed.

Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

1 Reply

  • Sort: 
avatar image
0
Best Answer

Answer by Pafk · Jun 17, 2017 at 04:56 PM

After more experimentation and research I found my answer

 if (!ps.emission.rateOverTime.Equals(new ParticleSystem.MinMaxCurve(scale)))
 {
     ParticleSystem.MaxMinCurve curve = ps.emission.rateOverTime;
     curve.mode = ParticleSystemCurveMode.Constant;
     curve.constant = scale;
 }

is much more efficient than

 if (!ps.emission.rateOverTime.Equals(new ParticleSystem.MinMaxCurve(scale)))
 {
     emission.rateOverTime = scale;
 }
Comment
Add comment · Share
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

Welcome to Unity Answers

If you’re new to Unity Answers, please check our User Guide to help you navigate through our website and refer to our FAQ for more information.

Before posting, make sure to check out our Knowledge Base for commonly asked Unity questions.

Check our Moderator Guidelines if you’re a new moderator and want to work together in an effort to improve Unity Answers and support our users.

Follow this Question

Answers Answers and Comments

73 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

How to emit particles in one direction only? 1 Answer

Is there a way to add mesh, being modified during play mode, to particle component to emit particles from it? 2 Answers

ParticleSystem.emission randomly wont reset 1 Answer

How to use emission.enable correctly? 1 Answer

Particle System using distance emission stops emitting when script active.. 0 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges