I just tested the particle system with many moving particles, the goal is to make the pattern look the same even when PC lagging. But I can’t get the precise results, there are always gaps in spawn rate. I’ve tried regular Emission module, then disabled it and added script to spawn the particles with FixedUpdate (and a timer). Then tried regular Update + Delta Time. In all three of these cases, the gaps were still there.
Here is a screenshot, it is a regular arc-like shape with constant emission: Screenshot by Lightshot
I’ve tried to Simulate in FixedUpdate too, still when for example choosing mesh for particles and FPS drops to 7-10, the gaps are very noticeable because of lag (using FixedUpdate) - https://prnt.sc/tokblg When using high poly mesh to simulate make lag, regular emission module actually makes better results than FixedUpdate - https://prnt.sc/tokb7m just a very small imprecision. Is this ok or something is still not right?
I will try to figure it out, and then submit the bug (I’m not sure if it is a bug though).
Ah, with bursts we don’t exactly position them within the time step.
You could submit a bug but if you like - we may try to fix it.
There are cases where we would also need to trigger multiple bursts if the time step is larger than the burst repeat interval. But we don’t
If you use fixed update, and your burst interval is a multiple of the fixed timestep, and you also call Simulate yourself in FixedUpdate, it may work. That’s a lot of restrictions though!