I have been working on particleFX to sell for Iphone games… And I was wondering how many particles should be in one effect? for a oneShot emitter(like a explosion) how many? and for a nonOneShot like smoke or something how many for that?
right now I have got about 80 particles for a explosion and about the same for smoke. is that good enough?
the problem on iOS is less the number of particles, the real problem is the amount of pixel every single particle occupies, as the fillrate is on 4th gen and ipad the primary problem of particles.
You will need to test them on the real devices to get an idea whats acceptable, in a “somewhere normal environment” so you get some real data (as they wouldn’t have a fillrate bottleneck impact in an empty scene)
thank you for replying, the problem is that I don’t have unity Iphone, so I cant test it myself. Could someone please try them out for me?
I will give you all of them for free, sorry if I’m being rude.
shouldn´t that be easy to figure out? Just export your scene and see how fast it runs on a certain device. You could change the amount and livespan and size of particles by script, depending on the hardware it runs on.