I’m working on a scene where I need multiple of the same particle emitted from different places each frame (e.g. missile exhaust or explosion particles)
My initial test was to just clone a particle system for each object and dispose of them as they are no longer needed but I can’t help but feel this won’t scale well. Is there a way to have a system batch a bunch of emitters together? I was thinking of trying to implement a SPS that handles all the particles of a similar type but since they are simple billboard quads anyways it seems a bit overkill.
The materials will be reused but each ParticleSystem causes it’s own draw call. Is there a way to batch clones into one draw call without customization?
Is there a way to force a ParticleSystem to emit a bunch of particles right away? I’ve tried manualEmitCount but that is handled later on during the update method.
I’m thinking I could just move the emitter to each active location in a frame and manually emit the particles. This would keep it all under one draw call.