Say I have a ParticleSystem Component on a GameObject.
If .SetActive(false) is called on that GameObject while the ParticleSystem is still playing, does the ParticleSystem .Clear() itself?
Does it cost anything performance-wise to call .SetActive(false) on a GameObject containing a ParticleSystem that isPlaying (would it be better to .Clear() it first?)?
What about .Stop()? Does .Stop() also Clear() a ParticleSystem?
When should I use .Clear()?
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