Particle System

Hi,

I’ve been using the Shuriken particle system for drawing particles, which I have done manually with emission.

I have noticed that when I turn the timescale up (for fast forwarding), the particle system starts consuming much more cpu usage, with ParticleSystem.WaitForUpdateThread.

I have turned off looping/prewarm/emitter with this particle system, and it seems like the particle system still chews up the process with this method. Judging from several readings, it seems like it’s some backend method to keep track of whether a particle is alive or dead. Is it possible to turn this off so that the particle system doesn’t do that?

I have tried disabling everything on the particle system and the script attached to the particle system, which I used for setting particles per second (not frame), and this WatForUpdateThread method still doesn’t stop!!

Any help would be appreciated…

Tagging in on this thread as I’m facing the same issue, with ParticleSystem.WaitForUpdateThreads consuming a huge amount of CPU time when viewing my running game with Profiler.

Anyone have any thoughts on what the implications of this are?

I am also experiencing this problem on IOS platform. I am reusing (pooling) my particleSystems, meaning their gameObjects are activated/deactivated. Randomly there seem to be huge spikes in profiler by ParticleSystem.WaitForUpdateThreads method. Particles are nothing fancy and they do not consume a great deal of screen space or are overlapping (it is not a fill rate problem).

Any new insights here?