Hi guys. Jeroen… just in case useful, we have manualEmitCount (used instead-of emitRate) that is helpful to make multiple explosions… using only one particleSystem.
Here’s an example: https://playground.babylonjs.com/#36UHXZ#48
See line 91 emitRate? Disabled.
See line 113? Set particleSystem emitter to be a vector3 (cool, huh? It can also be a mesh.)
Now let’s look at the renderLoop… lines 121 and 122… I put the vector3 emitter into an “X-Z orbit animation”… right? In your game… you would have a function… makeExplosion(where). I’m just using an orbiting where for an example.
Now onto lines 123-126… every 50th renderLoop… I set the .manualEmitCount = 1000; POOM! Explosion of 1000 particles… and then particleSystem goes (back-) to sleep… awaiting the NEXT setting of .manualEmitCount to ANY value greater than 0.
AND, you can change ANY particleSystem parameters… just-before setting .manualEmitCount explosions (within your explosion-maker function, for example). Soooooo… a fancy SINGLE PS explosion-maker function… might be like this…
var makeExplosion = function(whichPS, whereEmit, size, color, direction, power, etc, etc) { massive code }
Your custom make-explosion function… can make all sorts of adjustments to ALL the properties on whichPS… and then LAST THING in the function… set the .manualEmitCount and return. POOM.
Jeroen’s Variable Particle Explosion Generator v1.0. “Getting the most… from a single particleSystem”
Just an idea. Might help your issue, might not. Here’s a search for more playgrounds that use .manualEmitCount.
Ignore the customUpdater in the #48 playground - used to make sparticles
(sparkly particles). Demented Wingnut experiments of old.