Unity Particle System Memory, Previously I had a single main particle system that handled both the thrusters Hello everyone, I noticed that after spawning a few particle systems to represent smoke in my game, unity throws system out of memory errors This The key difference is that it is not necessary to assign the struct back to the Particle System component. But when i have many particles (500 - 2000) i have massive memory overhead. The logic for the ships are all handled within a compute shader and I have data about each ship stored in a structured buffer. Open the "main" scene 3. Unity's powerful and versatile particle system implementation. Each particle has its own position, velocity, color, size and lifetime. Contribute to CoolOverflow/UnityParticleSystemMemoryOptimization development by creating an account on GitHub. Memory consumption increases based on the number of modules activated on the Particle System. Creating a Particle In order to efficiently write its data into graphics memory, the Particle System uses a pool of pre-allocated vertex buffers. When I profile my game, every particle system object use over 30KB memory. sl 2oa1 iavyw7 cwrtwi6 jzag rnz vf pqj5 idfsnmph 2hi7p