I have 2 questions.
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About Particle System dynamic batching. Would it be faster to use multiple copies of the same PS (game characters smoke for example) and let unity dynamic batch them, or should i make a global emission system and emit all of them with one particle system? The question is, does it cull out of frustum particle systems? Will i save perf just letting it do it’s thing, or should i play genius and try batch them manually?
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Any plans to move LineRenderer stuff to jobs\burst version too?
I would love to be able to Get\SetPositions with NativeArray or NativeArray not to copy that to\from managed arrays.
Thank you!