I dynamically clone a lot of Mesh Partical Emitter gameobjects, layouting them to specific positions (in the top of quads as the first picture shows.) at runtime. However I have to destroy them when each emitter object’s duration is over. Is there a way to accomplish this without instantiating and destroying them so frequently ?
The process is like this :
- in my scene, put a sphere added a mesh particle emitter as my clone base
- disable its emitter on Start() in the script
- clone and enable emitter(the new one) on demand