Sounds just recently got a SoundGroup class, which lets us link multiple sound effects to a sound, without the need to clone all of the sound effects into a Sound each time.
Internally speaking, particle effects like the ForceField have multiple particles being emitted at once from a single object, and there can be multiple copies of these particles, but these effects are all linked to one object.
With that said, making effects like these require multiple particle emitter objects, and if we want to reuse those effects with multiple parts, we have to clone each particle effect object into where we want to emit them from.
I was wondering if we could have a ParticleGroup class, that lets us apply custom complex particle effects like these to a single ParticleEmitter object, for ease of usage in our games?
It would be nice if explosions and forcefields, et cetera, were made adornable, and actually instantiated particles (to be affected by API), into themselves.
I think @Quenty meant that the stock particle emitters could be turned into instances as children of the Explosion or whatever rather than each particle being a part of the hierarchy.
The intent is to take those 5 emitters from explosion and make those available to the datamodel as the existing particles object, instead of “every particle” which is indeed unreasonable.
However, if this actually does kill performance, this would not be reasonable.