We have a message:
ParticleFX could not be created since the buffer is full (64).
Our project has many objects with particle fx emitters. And many objects is spawned during game play.
What should we do to resolve this problem?
We have a message:
ParticleFX could not be created since the buffer is full (64).
Our project has many objects with particle fx emitters. And many objects is spawned during game play.
What should we do to resolve this problem?
Hi Vincent. In your game.project file you can change all of those limits.
Yes. I saw this parameter in our game.project.
The question is: what is meant by the particles in the buffer? Is it only active particle effects? Or is it particle effects on active game objects. Or is it all spawned game objects with particle effects includes deleted game objects with particle effects?
How can we avoid overflowing of the buffer?
I understand that it is the number of active particles. When you create a particle effect and you test it in the editor, it tells you how many active particles you have in that particle effect. It wouldn’t really be a problem to increase the limit to 512, for example, and just adjust it later if you have any performance problems
The particle_fx.max_count
specifies how many particlefx components can be initiated in a collection, which is the limit you are hitting.
There is another option to adjust the maximum number of particles called: particle_fx.max_particle_count
OK. But if we instantiate a collection with objects with particles fx by a factory and then delete this collection the particles remain in the buffer or not?
The buffer is owned by the collection, if the collection is deleted so is the buffer.
OK. Thanks.