What is generally desired for situations like this is a solution that teleports offscreen particles back onto the screen, so that the effect appears to be “infinite” but is really only simulating in a small area around the player.
This can be achieved with some scripting, but there is nothing built-in to the Particle System to solve this.
The general idea could be something like:
define a bounding box that is attached to the camera
on each frame, check each particle position. If the particle is outside the box, teleport it to the other side of the box (i.e. move from X to -X, (or -X to X) and Y to -Y or (-Y to Y) (probably no need to worry about vertical)
Hey richardkettlewell,
I’m trying to achieve this for 2D rain and snow. I understand what you are suggesting, but have no idea how to actually go about it. I’ve checked the documentation, but it didn’t help much. I should add, I’m not much of a coder .
Would You happen have any examples of the code? I imagine it shouldn’t be that difficult in 2D.