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Best practice for particle VFX?

Discussion in 'General Graphics' started by DavidBVal, Sep 19, 2019.

  1. DavidBVal

    DavidBVal

    Joined:
    Mar 13, 2017
    Posts:
    206
    I am implementing blood splashes and other effects for my game. Should every character have a particle system attached and then played when required, or is it better to instantiate them when needed and then destroyed? Do particles have an impact on efficiency when they are inactive?

    Being an RPG, there's quite a few potential particle effects to be active over my characters, so I want to make sure I am doing it right...
     
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,285
    Usually i think folks use GameObject pooling, whereby a number of GameObjects are held in a list in a disabled state, and then activated, placed and played when needed. Then placed back in the pool to be re-used later.

    This saves on the cost of creating and destroying GameObjects.