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…