Hello everyone, I have a question for you about particle systems. In this example, the sub emitters are displayed after the emitters have disappeared, but are displayed forever, and do not disappear based on the time of death.
Open the inspector under particles and you will understand why.
You are creating a new sub particles system on each dead particle (and never disposing it). In the end you are stacking infinite ‘splashClone’ particle systems and after a while you are simply killing the GPU with it
You should check out this PG to see how it’s done.
You can also limit the number of subemitters through ‘manualEmitCount’.
And then if it’s for just simple ‘rain’ fx, there’s also the helper for it.
Hope this helps and meanwhile, have a great day
I’m not sure why you commented out lines 70/71, because those are the lines you need for this to work:
LOL. Didn’t even see them