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Question by AizenSousuke · Nov 02, 2011 at 05:23 AM · iphoneparticlessystemparticlecustom

Custom Particle System

I'm creating a game for an iphone with a custom particle system. Is it possible? If yes, will it impact performance more than using unity's inbuilt particle system.

I'm also trying to make it using instantiated 2d sprites (tk2d). Is it going to lag on my iphone?

Thanks.

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Answer by Eric5h5 · Nov 02, 2011 at 05:57 AM

It's possible to make a custom version of anything. Whether it affects performance more depends on how efficient you make it. If by "instantiated 2d sprites" you mean each particle is a separate object, that's definitely not efficient.

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avatar image AizenSousuke · Nov 02, 2011 at 06:00 AM 0
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Hmm... I see. But the particles are made up from the same $$anonymous$$esh Atlas.... will that be more efficient?

If not, what could you suggest for an efficient system?

avatar image Eric5h5 · Nov 02, 2011 at 06:04 AM 0
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The built-in particle system uses a single mesh.

avatar image AizenSousuke · Nov 02, 2011 at 07:24 AM 0
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So:

Instantiate.overhead > UnityParticle.overhead? correct?

avatar image Eric5h5 · Nov 02, 2011 at 07:29 AM 0
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It depends on how many particles are involved.

avatar image AizenSousuke · Nov 02, 2011 at 08:33 AM 0
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If for the same number of particles?

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