LOD for particles?


I have two questions regarding Unity & particles:

  1. Is there a way to use a kind of LOD (Level Of Detail) for particles?. I don’t understand how a particle effect displays as much fps if it is very close to the camera or if it is very far away and we see basically just two pixels animated of it…?

Is there a way to optimize the particle systems (LOD for texture size?) as it is farer and farer?

  1. On mobile, would it be faster to create a 2D version of an effect (for example a complex fireball that explodes on a wall), like a 2D animation made of successive frames instead of computing the whole effect (particles and smoke and such) ?

thanks a lot


So, there are a few things you can do, but the particle system in Unity is already incredibly fast.

You can use an LODGroup script to enable particles when near, or just a single quad effect when far.

Particles will already drop the Mip Map LOD as they are further away, so make sure your texture generates Mip Maps in the import settings.