
0
Answered
ParticleSystem Simulation Improvement
While debugging my game I noticed that particle system simulation is happening every frame during rewind even when the particle system is not supposed to be playing. Is this expected? Is there a way to store the computed time when the particle system stopped playing, and only begin simulating the system if that time is rewinded to?
E.g. imagine a timeline like this:
0-2 seconds a non looping particle plays, store particle system completed at 2 seconds
2-5 seconds other stuff happens
Rewind for 5 seconds
5-2, no simulation necessary as we're not at 2 seconds
2-0 begin simulation as required per limitation
Right now I am seeing simulation from 5-0.
Chronos Version:
2.4.11
Unity Version:
5.6.3p1
Customer support service by UserEcho
Hi jgrot,
I apologize for the extremely late reply on this.
I believe I tried that optimization back in the day and it wouldn't work for some reason.
You can try it yourself by wrapping line 224 of RewindableParticleSystemTimeline.cs with:
Let me know if it works for your needs!