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Releasing Particle Emitters


Haydenmango
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Do I need to Release() particle emitters once I am done with them or do they Release() themselves once they finish playing?

It seems like I am supposed to Release() them manually and that is what I have been doing but when I look at the FPSgun.lua I can't see where the emitters being created (smoke emitter and blood emitter) are destroyed.

Is this an issue with the FPSgun.lua, do particle emitters Release() themselves, or am I just missing something?

Check out my game Rogue Snowboarding- 

https://haydenmango.itch.io/roguesnowboarding

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If you don't plan on using them anymore, then you should release it. Otherwise, it's still a valid entity.

 

I tested this by created an emitter and allowing it to switch between loop and non-loop mode. After it stopped emitting, I could restart it, so it's still in memory. That being said, I doubt you will encounter noticable performance issues, it's more of a good practice thing.

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One-shot emitters will automatically release themselves.

Good to know! I normally put a script on all my particle emitters that will release the particle emitter after a certain time so not having to put scripts on one shot particle emitters is cool.

Check out my game Rogue Snowboarding- 

https://haydenmango.itch.io/roguesnowboarding

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Normally, an emitter plays continuously (think of the firepit in the Workshop). This means that the particles flow out indefinitely.

 

A one-shot emitter is when a set number of particles flow out and they don't get recreated or replaced. This would be for something like a collision against a dirt road where the dust doesn't keep coming up from the ground until it is hit again.

 

You can control this with SetLoopMode():

http://www.leadwerks.com/werkspace/page/documentation/_/command-reference/emitter/emittersetloopmode-r93

 

The one thing I don't understand is that I can change this mode after the one-shot collision finishes. Is this because the Lua garbage collector hasn't cleared that spot in memory yet?

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