Hi! I recently started using particle systems along my walking/running/idle animation states. I want to have a variety of PS for different terrains (think dust for regular ground, splashes if going over water, muddy splashes for mud,etc). So if there’s 5 terrain types I’ve had 5 particle systems per state (which would be variations).
Now, I have the particle systems prefabbed right in the player Object, and I have a script which plays the appropriate system depending on the terrain type. But I’m realizing, I’m going to be using this same system for all my other characters.
Will there be an impact to performance if all the characters carry their own particle systems?
Or should I just pool the PS and position them over the appropriate character?
Ive heard instantiating PS is slow, but, what if the PS are always stored along with the characters? (characters which will be pooled themselves)
I’m concerned because the game will be for Android (and maybe for PC too).
Anyway, I’m new to unity and programming so I hope someone can share some insight. So, any advice will be greatly appreciated.