Version: 2020.2
LanguageEnglish
  • C#

Time.maximumParticleDeltaTime

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public static float maximumParticleDeltaTime;

Description

The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates.

Use this function to balance the accuracy of particle simulation against your performance target.

Using a small value will give higher quality particle simulations, but will take more processing time. Particle updates will run multiple times at smaller time increments, if the frame time exceeds the threshold provided.

Conversely, a higher value will ensure that particle simulations are not broken down into multiple steps per frame, giving the best performance, but will lose simulation accuracy when using some of the more advanced particle simulation features.

Copyright © 2023 Unity Technologies
优美缔软件(上海)有限公司 版权所有
"Unity"、Unity 徽标及其他 Unity 商标是 Unity Technologies 或其附属机构在美国及其他地区的商标或注册商标。其他名称或品牌是其各自所有者的商标。
公安部备案号:
31010902002961