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Hello, I have some force effects that fire a mesh renderer.

And I want to change the mesh renderer's descriptor according to the fire condition with particle attributes.

At this point, I'm registering all of the candidates into the mesh descriptors and set the 'MeshId' parameter to the index of proper mesh.

This works well but as it grows the candidates (about over 40 currently and will go on..) there are some problems with real service.

For the first time of loading this particle, It takes a little time to load and makes a freeze to my application.

After that time, It looks like taking much little time than the first.

Do you guys have any ideas?
by gmlaud0209 (850 points)

1 Answer

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Hi !

Unfortunately you can't use an attribute sampler mesh as an input to a mesh renderer.

I suppose you're using PopcornFX v1 ?

which version exactly 1.13? for Unity or Unreal?
There might be a way to override the mesh renderer in unreal when you instantiate the effect, but I'm not totally sure about that.

40 meshes isn't that big, so I'm surprised you see a significant freeze on load.

One thing you could try is to bake all your meshes inside a single FBX.

So you'll have 1 FBX with 40 geometries, then create a single mesh descriptor referencing that mesh, right-click on the mesh descriptor and select "Explode submeshes to descriptors", and it'll create the 40 descriptors for each of your sub-meshes

As it is a single physical mesh file, it might be faster to load ?

Hope this helps
by Julien (35.3k points)