Maybe you unanchored some of the particle emitters or something?
that feels super obvious and 100% isn’t the issue, but I just had to compliment how AMAZING this looks, without just having a completely unrelated reply.
On second thought, I know there’s a particle limit from some old project I worked on, and searching it up, yup, 16.000 particles is the max that can be rendered: Particle rate cuts in half when playing game - #4 by colbert2677
I assume thats the issue here, but also again, huge compliments on how good this stuff looks.
that’s kinda unfortunate , Also thanks! But unfortunately i only tweaked the blackhole from a game showcase that i saw. It isn’t mine, i Just tweaked it a little bit. I appreciate it though!
I’m gonna keep this thread open for a bit to see if theres any workarounds.
its a hard limit, even worse for mobile at 3,500, but I’m sure you could make some clever particle rendering that doesn’t emit anything that you can’t see, combines a ton of small particles into a few big particles, and etc with optimizations. Its like Roblox’s limit with 31 highlight instances, no workarounds, after you reached the limit, nothing else will be made.
I’m no expert but I’m pretty sure this is just one of those things where studio renders differently than in game. (like tweens being more laggy in game) but this also could possibly be due to your atmosphere settings? I’m not 100% sure though.