November 2019
Intermediate to advanced
404 pages
12h 9m
English
The basic idea is that all Particle Systems are either predictable or not (deterministic versus non-deterministic), depending on various settings. When a Particle System is predictable and not visible to the main view, then the entire Particle System can be automatically culled away to save performance. As soon as a predictable Particle System comes back into view, Unity can figure out exactly how the Particle System is meant to look at that moment as if it had been generating particles the entire time it wasn't visible.
So long as the Particle System generates particles in a very procedural way, then the state is immediately solvable mathematically.
However, if any setting forces the Particle System ...
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