Hey everyone! I'm currently working on a 2.5D twin-stick shooter built with ECS, and I'm trying to decide which VFX/particle solution to use. Here are my estimated VFX requirements:
- Moving projectile effects, typically in the hundreds — I’d say up to 1,500 in extreme cases
- A similar number of muzzle flash and bullet hit effects
- At most a few dozen explosions happening simultaneously in extreme scenarios
- Tens to low hundreds of blood effects active at once
- Each blood effect spawns one decal, potentially stacking up to a few thousand decals over time
I've looked into the ECS Galaxy Sample and how it uses the VFX Graph, and I was considering a similar approach. However, since I have zero experience with VFX Graph but solid experience with the classic ParticleSystem, the path of least resistance for me would be to use the built-in ParticleSystem, controlled via managed components.
What would you recommend? Is it still feasible to achieve good performance at this scale using the classic ParticleSystem, or would you invest time into learning VFX Graph?
P.S.: I’ll mostly be using third-party assets for VFX, and there's A LOT more content available for the ParticleSystem than for VFX Graph on the Asset Store - which is also an important factor for me.