Hello guys, i hope someone can help with that
*i already have particle system working for hit feedback on enemies, and i manage to maintain the FPS quite good while using a pre-wamred pool of emitters and a cleanup system that cycle thru that pool. So i do have some basic experience with the particle system and the ECS system.
For the spawning of damage numbers of enemies,
I try to find a way to show damage numbers on enemies while keeping performence . 100s of enemies might get hit at a single frame,
In unreal i used niagara Particles with UV pooling, with mass. object pooling the numbers with the GPU itself fed by the cpu mass ECS.
What is the best way to do that in reality kit ? System is very high level, im not sure what is the best approach to begin with to keep good FPS.
even if i need to use AI to write some custom shader, i still need help to design the overall system (should i put the logic inside an ECS system with a dedicated emitter with a custom metal shader for the particles?)
Thank you guys