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Optimizing Shuriken particle system

Discussion in 'Community Learning & Teaching' started by varfare, Jun 28, 2014.

  1. varfare

    varfare

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    Feb 12, 2013
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    After two years of development inside Unity 3.5.7 as a VFX artist I decided to share some knowledge about optimizing Shuriken particle system. I was working on an RTS tile (not yet announced) which had a lot of explosions and environment effects created with Shuriken. In some crazy situations there were about 800-1600 particle systems on the scene. It killed the performance right at the start. The problem was that the art style demanded that many effects on screen and radically cutting the amount of systems was not an option.

    Full text can be found on my blog, here http://ethicalmotion.blogspot.com/2014/06/unity3d-optimizing-shuriken-particle.html

    I hope that someone will find this helpful!
     
    Last edited: Jul 23, 2015
    EliasMasche likes this.
  2. Dantus

    Dantus

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    Did you check whether those points are still valid in Unity 4.5?
     
  3. varfare

    varfare

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    Nope. I don't have access to Unity 4.5 Pro at home so I can't launch profiler and we still use 3.5.7 at work. But I'm 100% sure that mesh emitters and emitting mesh is still quite heavy. Not sure about this "receive/cast" shadows thing and the particle systems doing CPU overhead when they are not emiting or disabled. I've read changelogs and some Shuriken optimizations since 3.5.7 have been done but what is optimized exactly remains a mystery.
     
  4. Dantus

    Dantus

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    Thanks for the information! Even if not everything may apply 100% to the current version, it is still very interesting and informative. Thanks!
     
  5. hicks

    hicks

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    Nov 24, 2013
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    varfare likes this.
  6. varfare

    varfare

    Joined:
    Feb 12, 2013
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    227