Version: 2019.3
  • C#


Suggest a change


Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.


Submission failed

For some reason your suggested change could not be submitted. Please <a>try again</a> in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.



public static float maximumParticleDeltaTime;


The maximum time a frame can spend on particle updates. If the frame takes longer than this, then updates are split into multiple smaller updates.

Use this function to balance the accuracy of particle simulation against your performance target.

Using a small value will give higher quality particle simulations, but will take more processing time. Particle updates will run multiple times at smaller time increments, if the frame time exceeds the threshold provided.

Conversely, a higher value will ensure that particle simulations are not broken down into multiple steps per frame, giving the best performance, but will lose simulation accuracy when using some of the more advanced particle simulation features.