How to Count Total Number of Particles in a Game

How can I count the number of particles I’m using in a game project in Studio? In this case, I’ve had a problem where too many particles are being used, and as a result, particles flicker as they compete to be rendered.

Checking individual ParticleEmitter’s Rate values works on a small scale, but for a whole Place, it’s impractical and time-consuming. And there’s always the risk that I might miss some crucial ParticleEmitter somewhere. I tried searching for articles on how to count the total number of particles, but I couldn’t find anything.

I’d like to keep an eye on how many particles are in my game at any given time. Is there a way to do this? Thank you for any help!

Are you specifically wanting to find particle emitters with too high a rate, or are you trying to find how many particles are visible at a given point in time?

If you want to find all particle emitters that have a rate of more than X, you can use a loop like this:

local Threshold = 100
for _, child in workspace:GetDescendants() do
   if child:IsA("ParticleEmitter") and child.Rate >= Threshold then
        print(child)
    end
end

you can modify the loop to check other attributes too. You can also multiply the rate by the lifetime to determine the amount spawned in after an arbiturary amount of time.

local Threshold = 500
for _, child in workspace:GetDescendants() do
   if child:IsA("ParticleEmitter") and child.Rate * child.LifeTime.Max >= Threshold then
        print(child)
    end
end
1 Like

Thank you for your reply! Sorry my reply is so late, somehow I missed the reply notification until now!

The code provided here seems like an excellent way to find particularly troublesome ParticleEmitters! While I was initially looking to find the specific number of particles, this may work suitably to get an estimate of how many particles exist at a given time.

Thank you for your help, and for the sample code!