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Culling particles when not in view

Discussion in 'General Graphics' started by SamohtVII, Aug 13, 2019.

  1. SamohtVII

    SamohtVII

    Joined:
    Jun 30, 2014
    Posts:
    370
    So I have a top down camera and I have also set my particles culling to "pause and catch up". I have also set-up a button to show and hide the particles game object as a test. On my low end mobile I get a bad FPS around 20fps with the camera no where near the particles. Then when I use my button to turn them off my FPS goes right up. I thought my particles weren't rendering out of the camera view but they obviously are and they are obviously taking up resources. Did i misinterpret the culling mode?

    So to simplify my FPS changes when I show and hide particles even though they are no where near the camera.

    Thanks
     
  2. richardkettlewell

    richardkettlewell

    Unity Technologies

    Joined:
    Sep 9, 2015
    Posts:
    2,285
    Enable the "Show Bounds" checkbox in the Scene View Overlay, and see if your bounds are what you expect. It is this box that is used to determine if a system will be simulated or not.
     
  3. SamohtVII

    SamohtVII

    Joined:
    Jun 30, 2014
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    370
    I don't think it's the bounds. My particles are really no where near the camera a lot of the time. Here is an example.
     

    Attached Files:

  4. SamohtVII

    SamohtVII

    Joined:
    Jun 30, 2014
    Posts:
    370