vfx-implementation
Technical implementation of visual effects in Unity - choosing between the Particle System and VFX Graph, GPU versus CPU cost, pooling and lifetime management, overdraw and transparency sorting, LOD and culling, exposed parameters for gameplay, event-driven triggering, flipbook textures, shader-driven effects, mobile limits, determinism, performance budgets, and effect prefab organisation. Load when building, integrating, triggering, or budgeting effects such as impacts, trails, ambient particles, and screen or shader-driven effects.
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