18-12-2020, 09:08 PM
(18-12-2020, 07:54 PM)josemendez Wrote: (*)Just call emitter.Emit() and emitter.KillParticle() when needed. These activate/deactivate existing particles in the emitter particle pool, no alloc.
Hey thanks for the info again Josemendez,
what would happen if the emitter is Burst/VoxelShape?
I am now thinking maybe Burst/VoxelShape emitter wouldn't work well with what I am after here.
the .Emit() and .KillParticle() makes sense to me if their emission is Steam.
is it possible to start the scene with Burst emission then change it to Stream after so I can use the .Emit() and .KillParticle() ?
Zack