Optimizations and Emission Control

This asset includes several optimizations designed to reduce memory usage, improve rendering performance, and allow full control over particle emissions.

Memory Optimization

Every GameObject that contains a particle system is created as a variant of the root particle system prefab. This approach keeps prefab sizes small and avoids unnecessary duplication.

Render Optimization

To minimize draw calls and improve rendering performance, the included effects use texture atlases wherever possible, reducing the total number of materials.

Additionally, individual particle systems use the Order in Layer setting in the Renderer section to group effects that share the same materials into the same batches.

Emission control per particle System

The projectiles use the Custom Vertex Stream particle shaders from the included ParticleShaders module. This allows emission behavior to be controlled directly from within the particle system.

The root particle system prefab already has the custom vertex stream enabled, and all particle variants based on this prefab inherit the same setup.

To adjust the emission strength, open a projectile prefab and navigate to the Custom Data section of the particle system. Tweaking the X value of the Custom1 data increases or decreases the particle emission intensity.

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