I’ve got an object A that, depending on its “type”, will use a particular particlefx component to emit particles. At the moment, this object hold all particlefx components it may need even though a given instance will only ever use 1 of the particlefx. This is inefficient and can lead to the Particle FX Max Count limit being reached. Of course, I can just increase the limit, but that feels like a bandaid; it does not actually solve the issue of excessive component usage.
Is there a way to dynamically assign a particlefx component to object A? Will I have to create a separate object B for each particlefx and set B’s parent to A at runtime?