In the upcoming version you'll see much better performance thanks to a custom thread pool adapted for Playground's functionality generating up to 6x less garbage while computation times are improved by around 1.5x. The issue is that it takes longer time to consume each thread the more particles you have, while this also generates garbage for the garbage collector to work through. NET Thread Pool which has a heavy impact on the performance, which becomes most noticeable on mobile. In current version 2.26 and below there's a general overhead of using the. Overall you need to be careful with what works for the target platform, even though the particles can be simulated on a second thread on the Galaxy Tab there's only 1GHz available for the thread to consume a calculation call. Mobile performance depends a lot on which features you're using (skinned mesh emission, turbulence and collisions is the more heavier features) and how big your particles are on screen (the amount of transparent pixels rendered). Find a good Strength and Scale which works for your scene. Zero out the Distance Effect if this should not behave according to the Manipulator's distance towards the particles.Zero Velocity Strength will determine how much damping should be applied to each particle's overall velocity.Find a good Target Strength / Manipulator Strength based on their visual movement behavior.Target Method: Particle Time (makes the particles progress over their normalized lifetime).Quick steps for using Spline Target Manipulators (Manipulator Type: Property, Property Type: Spline Target) in your case, In case they should always stick to the same route then you wouldn't need to use Transition (or any Velocity behaviors). The more important thing is to find the sweet spot for the strength applied for the particles to move along the spline then. If you want to induce a slight random movement behavior make sure to use a Transition method while applying Turbulence. The Target Strength and Manipulator Strength (has the effect in this case, if you were to use a Combined Manipulator the Manipulator Strength would be the overall) will determine the amount of slack the particles have to the target. Here's a setup you could try approaching: If you for example use a non-fading particle which starts and ends with the same visual appearance then you would never see this, but if you need that perhaps it would make sense to use a Spline Target Manipulator. Every particle will have their own starting point distributed over the spline depending on their Lifetime Sorting, where the offset will make the birth position shift. The popping in behavior would be if you have used the spline- or source offset and a particle births. Click to expand.Hey Nice to hear you got it running.
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