I just noticed that all my particles aren’t emitting as much since I set my targetFrameRate to 30 and look very different at 30 compared to 60, especially the trails. All my particles are purely decorative and usually I have them emitting based on distance.
How do you create particle trail effects where the effect looks the same at 30fps and 200fps?
The only way I can imagine there being a difference is at very low rates of emission.
For instance, lets say in a 30th of a second you WOULD have emitted 3 particles.
But in 60th of a second that comes out to 1.5 particles. Well that rounds down to 1.0 particles.
Next frame I am going to guess the particle system does not “carry over” that 0.5 particle and give you 2 particles, but I could be wrong.
The above would apply to either rate-over-distance or rate-over-time.
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Kurt-Dekker:
The only way I can imagine there being a difference is at very low rates of emission.
For instance, lets say in a 30th of a second you WOULD have emitted 3 particles.
But in 60th of a second that comes out to 1.5 particles. Well that rounds down to 1.0 particles.
Next frame I am going to guess the particle system does not “carry over” that 0.5 particle and give you 2 particles, but I could be wrong.
The above would apply to either rate-over-distance or rate-over-time.
Hmm really? That’s kind of disappointing if they don’t carry over the remainder. I’ll put it in the “test this out later” list…
I imagine it would only be noticeable if your emission rate divided by your frame rate resulted in very small number.
Same problem , I resolved by using particleSystem.emission.enabled = true instead of particleSystem.Play() , I don’t know exactly why .