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VFX Graphs Subgraphs Performance

Discussion in 'Visual Effect Graph' started by coldcash14, Nov 26, 2020.

  1. coldcash14

    coldcash14

    Joined:
    Jun 7, 2019
    Posts:
    4
    Are there any performance disadvantages to using a one big graph containing many subgraphs?
    The other option being all the subgraphs being used as separate graphs on separate objects.

    Specific situation I have:

    A character object has a one big vfx graph and in it it has several subgraphs, like damage, frozen, burning, death etc. Of course those are all normal graphs in assets, but only the big parent graph is instantiated in game.
     
  2. Bosozuki

    Bosozuki

    Joined:
    Dec 19, 2013
    Posts:
    63
    You beat me to it I just asked this same question on the blog post

    https://blogs.unity3d.com/2020/11/2...hipbreaker-revealed-in-our-creator-spotlight/

    The tech video specifically does this i.e. one graph with many effects. This technique is also used in the fps sample project. Also a couple of unity engineers have recommend this approach on the forums scatter about.

    The question/comment I have is: as more effects are added to this one main graph over time, the graph will be difficult to maintain. Is there a better solution or design?

    Anyone have thoughts on a better approach?