particle effects not same in editor and in game build

Hi! i have some particle effects that behave totally different in game build and in game editor.
Both have simulation space set to world and are connected with moving gameobject.
i dont have any errors and i am confused.
I would appreciate any help!

If it’s a 2D particle effect, you might need to give it a sprite. Otherwise, it may render with the some default color in the editor so you can see what’s going on, but there won’t be anything to render in the game view. You can start with a 1x1 pixel sprite just to see what’s going on, and go from there.

To give you any better advice, I’ll need to see the particle settings you’re using.

Hi! it is 2d particle effect
here are the settings.
Thanks for trying to help

4495786--414637--564.PNG4495786--414640--collision.PNG

4495786--414649--renderer.PNG

GivingHairyAlaskanmalamute

Hi i posted settings and video of particle effect in editor and in build

Based on your video, it could be a performance issue. The built version can create particles faster than the game editor. Does the same thing happen if you reduce the max particles (maybe 200 instead of 1000)? What if you turn off collisions? 1000 colliders can get expensive.

If turning off collisions helps, you can fake it by creating a triangular, nearly-transparent sprite with a collider on it. That way, you’d have one collider instead of 1000. The particles won’t bounce off of things, but I’m guessing you don’t want that anyway.

It’s strange that there’s lag between turning and the particles moving. I assume the particle system is a child of your spaceship, so it should rotate with the ship.

turns out it was difference in fps, i locked fps to 60 and now particles behave same in both cases

How do you lock to 60fps?

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in case you still need it

 public int target;


    // Use this for initialization
    void Start () {

        Application.targetFrameRate = 60;

    }
   
    // Update is called once per frame
    void Update () {
   
    }

    void FixedUpdate()
    {
        if (target != Application.targetFrameRate)
            Application.targetFrameRate = target;

    }
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