I am adding some particles to my collection, a simple emitter that runs once.
For some reason, it seems that the particles preview is different than what I get in runtime, mainly the emitter’s Max Particle Count property.
In runtime, it seems that I get less particles than in the preview. I almost have to add a 0 to the count to get it as the preview (so to get 100 particles in runtime I have to set it to 1000)
Now I may be hallucinating, but what might be making the difference here?
As much as I understand how to use particles - no.
I have added the particlefx component to my collection under one of the game objects, and then I use particlefx.play to play it on some event in the game.
The emitter is defined with play mode “once” and all I have is this single particlefx component.
It does play but with less particles than in the preview…
Not a clue! We use the same binary code in both the editor and engine, and as far as I can tell its also configured from game.project in both cases. I would guess it’s easy to reproduce, could you just post the contents of your particlefx somewhere? Images are not required.
I believe I know what this could be.
In editor there is no hard limit on Z-values but in engine it (probably) is.
You are probably sending out particles in Z directions which makes it clip them.
Make sure you are not using eg. sphere emitters but instead circle. Also make sure you are not rotating emitters in a way that the particles are being sent through Z-axis.
Wise by experience
I believe it’s intentional.
You dont have to care as much about frustrums, rendering and clipping in an editor but when needing performance in any live game it’s crucial. As you can adjust this frustrum clipping in your render script there is no exact way of showing this in editor.
Also the editor was created from start as a 3D engine editor and I believe there are some remnants there. (Just the thing that there IS a sphere emitter there is an old remnant I would say).