hi, after google a lot of suff but still don’t have an idea. so I come to cummunity to ask for help.
i want to recreate this kind of dustforce particle effect. For anyone who didn’t know this game here is the link.
the dead leaves is on the ground. when character come in the area. the leaves on the small touching area blow away and disappear.
My thought is that every area is made of several particle systems. use trigger to initiate one when character in.
here is thing.
1 should the dead leaves is particle systems at the beginning? I mean before character touch the area.
2 since i want to use it in mobile vr game. if i create too much particle systems , is it will effect the performances?
what should i do to avoid low FPS?
basically , i just want to ask how to create that effect effectively.
Modern mobile devices can handle a huge amount of particles depending on the richness of your scene. The point is to make sure your particle system promote draw call batching by using local simulation space, no random force over lifetime, no sub emitter, single material rendered by same camera and billboard render mode only. Obviously for mobile device, I would half the lifetime of the leaf particles of the reference. Last but not least, Android has a bug which fails to delete the orphaned effect objects, this isn’t a problem for iOS, as I am told by the lead programmer of my recent mobile project, so don’t ask me for more detail on this one.
thank you for mentioning the bug on android ! !
i found a video about the prototype version of that game. it sloved my problem. if you intrested , here is the link.