Programatically driven particles

Hi all

I want to use Unity’s particle system but in a very specific, mathematically controlled way.

Is it possible to completely disable any velocity, lifespan, etc functionality and instead set the transform data via code?


Well, I did some more research and came accross this post:

By following the answer I’ve been able to make a programmer-friendly pointcloud component.

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So far I’m disappointed with the performance (my Unity runs around 3000fps when filled with static geometry) but I’m hoping I’ve just missed some optimization somewhere.