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Memory overhead with particlesystems outside of view

Discussion in 'Editor & General Support' started by idavida, May 5, 2019.

  1. idavida

    idavida

    Joined:
    Nov 12, 2012
    Posts:
    29
    Hello,
    I have this project with a massive amount of objects spread over several scenes that is usually streamed in and out. If I for fun want to load everything at once I notice that gameobjects with particlesystems takes a lot of memory even if they are not visible and far away from the cameras view.

    Its a 2D-platformer so lets say 1-20 particlesystems are visible in one view - but in total the project has something like 24000 particlesystems and they take 2/5th of the projects memory usage as of now. In the real world they are not all loaded at the same time but I want to know.

    Culling on gameobjects is on, everthing is static, particlesystems are all non-procedural, culling mode on system is on pause - And, actually all objects outside of players view is inactive so they shouldnt be running at all.

    What else could I do? Is pooling the only viable solution or what? Using Unity 2018.3.6f
     
  2. idavida

    idavida

    Joined:
    Nov 12, 2012
    Posts:
    29
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