Hello,
I have this project with a massive amount of objects spread over several scenes that is usually streamed in and out. If I for fun want to load everything at once I notice that gameobjects with particlesystems takes a lot of memory even if they are not visible and far away from the cameras view.
Its a 2D-platformer so lets say 1-20 particlesystems are visible in one view - but in total the project has something like 24000 particlesystems and they take 2/5th of the projects memory usage as of now. In the real world they are not all loaded at the same time but I want to know.
Culling on gameobjects is on, everthing is static, particlesystems are all non-procedural, culling mode on system is on pause - And, actually all objects outside of players view is inactive so they shouldnt be running at all.
What else could I do? Is pooling the only viable solution or what? Using Unity 2018.3.6f