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Question Rain effect particles prefab slows performance

Discussion in 'Editor & General Support' started by igoapp, May 21, 2023.

  1. igoapp

    igoapp

    Joined:
    Aug 8, 2021
    Posts:
    20
    Hi,

    I have created prefabs using the particles system immitating the rain effect. However, when I add either of them to the scene, the frame rate on my mobile device starts slowing down from steady 30 (in the beginning or when the prefab is not added) to 22-24. The movements on the screen become choppy. When I use it in the Simulator, it does not seem to have these issues.

    If someone could have a look at the prefabs and make suggestions how they could be optimized, this would be greatly appreciated.
     

    Attached Files:

  2. Kurt-Dekker

    Kurt-Dekker

    Joined:
    Mar 16, 2013
    Posts:
    38,520
    That's not how to address performance issues.

    If you have a performance problem, there is only ONE way to find out. Always start by using the profiler:

    Window -> Analysis -> Profiler

    Failure to use the profiler first means you're just guessing, making a mess of your code for no good reason.

    Not only that but performance on platform A will likely be completely different than platform B. Test on the platform(s) that you care about, and test to the extent that it is worth your effort, and no more.

    https://forum.unity.com/threads/is-...ng-square-roots-in-2021.1111063/#post-7148770

    Remember that optimized code is ALWAYS harder to work with and more brittle, making subsequent feature development difficult or impossible, or incurring massive technical debt on future development.

    Notes on optimizing UnityEngine.UI setups:

    https://forum.unity.com/threads/how...form-data-into-an-array.1134520/#post-7289413

    At a minimum you want to clearly understand what performance issues you are having:

    - running too slowly?
    - loading too slowly?
    - using too much runtime memory?
    - final bundle too large?
    - too much network traffic?
    - something else?

    If you are unable to engage the profiler, then your next solution is gross guessing changes, such as "reimport all textures as 32x32 tiny textures" or "replace some complex 3D objects with cubes/capsules" to try and figure out what is bogging you down.

    Each experiment you do may give you intel about what is causing the performance issue that you identified. More importantly let you eliminate candidates for optimization. For instance if you swap out your biggest textures with 32x32 stamps and you STILL have a problem, you may be able to eliminate textures as an issue and move onto something else.

    This sort of speculative optimization assumes you're properly using source control so it takes one click to revert to the way your project was before if there is no improvement, while carefully making notes about what you have tried and more importantly what results it has had.
     
    DevDunk and igoapp like this.