playMaker

Author Topic: Baking animation and particles best way?  (Read 2250 times)

Splankton

  • Sr. Member
  • ****
  • Posts: 258
    • View Profile
Baking animation and particles best way?
« on: October 24, 2014, 09:19:04 AM »
Hi,
Probably an obvious answer,  but on mobile, which would be the most efficient and best for performance out of,
1. Creating a model and moving it using a move action and applying a particle system.
Or
2. Bake everything (animations and particles) in 3ds max and importing that into unity and just simply running the baked animation.

I'm guessing 2 would be best. 
But I just want to make sure before I do it.
Thanks for any help or suggestions.

djaydino

  • Administrator
  • Hero Member
  • *****
  • Posts: 4539
    • View Profile
    • jinxtergames
Re: Baking animation and particles best way?
« Reply #1 on: October 24, 2014, 10:35:52 AM »
maybe This can help you : http://docs.unity3d.com/Manual/iphone-InternalProfiler.html so you can test both situations, how much performance you lose.
The particles will still give a lot of triangle/verts i think so it might be that you don't lose much, but i have not tried that yet.

best way is to try it out :)
or search the unity forums about that.

Splankton

  • Sr. Member
  • ****
  • Posts: 258
    • View Profile
Re: Baking animation and particles best way?
« Reply #2 on: October 25, 2014, 02:43:57 PM »
OK thanks, I'll test both ways.  Surely though getting Unity to play a particle animation wouldn't be much of a performance hit as a particle system calculating every frame?
It will be interesting to see how much of a difference there is in terms of performance and also I bet you can get nicer results using Max's particles.