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Full Version: How can I balance readability and performance of attack particle effects in Unity 2D
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I'm a solo indie game developer working on a 2D action platformer, and I'm trying to create impactful visual feedback for attacks and spells using particle effects, but my current implementations in Unity either look underwhelming or completely tank the frame rate. I'm struggling with balancing quantity, lifetime, and texture atlases to make effects feel weighty without overdraw. For other game devs, especially those working in 2D, what are your best practices for creating performant yet visually striking particle systems? How do you approach designing effects that read clearly during fast-paced gameplay, and what are some clever optimization tricks for managing multiple simultaneous emitters on lower-end hardware?