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unity.com
Point Cloud Rendering: Procedural Mesh or Particle System
I am currently trying to write a Point Cloud renderer to display a series of points that are supposed to dissolve and fizzle jitter around over time, but I am currently stuck at the decision of whether to use a procedural mesh or a Shuriken particle system to store all of my points. I am leaning towards trying to use a particle system to store ...
Jul 16, 2020
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