Skip to main content
edited body
Source Link
Philipp
  • 123.2k
  • 28
  • 264
  • 345

Particles are much more lightweight than full-fledged game objects. So using the standard particle system (or even better: visual effects graph) will likely get better results than trying to build your own particle system based on game objects.

However, if you want to use particle systems in a way which is not just cosmetic but actually affects the game mechanically, then you are trying to fit a square peg in a round hole, and will pay the performance tax for that.

So while it might be feasible to make each bullet a game object with an attached particle system, it might not be such a good idea to try to make the bullets themselves particles.

And by the way, if you want to create a game with a large number of relatively simple objects, then that might be a perfect use-case for the new Entity - Component - System architecture of Unity. The whole feature is still not really production-quality, so dealing iwthwith it can be rather frustrating at times. But if you are brave enough to handle it, it can give you amazing performance.

Particles are much more lightweight than full-fledged game objects. So using the standard particle system (or even better: visual effects graph) will likely get better results than trying to build your own particle system based on game objects.

However, if you want to use particle systems in a way which is not just cosmetic but actually affects the game mechanically, then you are trying to fit a square peg in a round hole, and will pay the performance tax for that.

So while it might be feasible to make each bullet a game object with an attached particle system, it might not be such a good idea to try to make the bullets themselves particles.

And by the way, if you want to create a game with a large number of relatively simple objects, then that might be a perfect use-case for the new Entity - Component - System architecture of Unity. The whole feature is still not really production-quality, so dealing iwth it can be rather frustrating at times. But if you are brave enough to handle it, it can give you amazing performance.

Particles are much more lightweight than full-fledged game objects. So using the standard particle system (or even better: visual effects graph) will likely get better results than trying to build your own particle system based on game objects.

However, if you want to use particle systems in a way which is not just cosmetic but actually affects the game mechanically, then you are trying to fit a square peg in a round hole, and will pay the performance tax for that.

So while it might be feasible to make each bullet a game object with an attached particle system, it might not be such a good idea to try to make the bullets themselves particles.

And by the way, if you want to create a game with a large number of relatively simple objects, then that might be a perfect use-case for the new Entity - Component - System architecture of Unity. The whole feature is still not really production-quality, so dealing with it can be rather frustrating at times. But if you are brave enough to handle it, it can give you amazing performance.

Source Link
Philipp
  • 123.2k
  • 28
  • 264
  • 345

Particles are much more lightweight than full-fledged game objects. So using the standard particle system (or even better: visual effects graph) will likely get better results than trying to build your own particle system based on game objects.

However, if you want to use particle systems in a way which is not just cosmetic but actually affects the game mechanically, then you are trying to fit a square peg in a round hole, and will pay the performance tax for that.

So while it might be feasible to make each bullet a game object with an attached particle system, it might not be such a good idea to try to make the bullets themselves particles.

And by the way, if you want to create a game with a large number of relatively simple objects, then that might be a perfect use-case for the new Entity - Component - System architecture of Unity. The whole feature is still not really production-quality, so dealing iwth it can be rather frustrating at times. But if you are brave enough to handle it, it can give you amazing performance.