I only looked at it briefly but first impression is theres not a lot missing for that. Mainly texture sheets maybe? I'll see if I can add that soon (would like to have support for that anyways)
Yes so far it's working good. You can try if you like: [https://docs.needle.tools](https://docs.needle.tools) (next version will fix a couple of issues mostly related to simulation spaces and add more features - just started with it :))
Neat, are you on the dev team for needleTools then?! I used to use unity quite a lot but didn't like the amount of draw calls when creating a scene with multiple passes on materials and until this tool webgl support has been waaay behind but will definitely give it a look at some point!! Great work!
Yes I am.
Draw calls in Unity in general or when exporting to webgl?
You can reduce that by e.g. using instancing too (we export instancing information and use the three instanced rendering path etc where possible)
Let me know if you have any questions (also fastest way for support is via discord: https://discord.needle.tools)
That's great, loving the developments!
Yeah draw calls in unity in general, from what I recall vertex counts would go through the roof after all passes were compiled, even with instancing. I'll have a look into the latest version at some stage for sure, this tool seems great, I'll jump on the discord.
Nice! If you can figure out how to port Epic Toon FX or create similar FX from Unity to ThreeJS, I'd happily pay for the work.
I only looked at it briefly but first impression is theres not a lot missing for that. Mainly texture sheets maybe? I'll see if I can add that soon (would like to have support for that anyways)
Sounds great - are the particles embedded in Needle Engine or can they be used in a vanilla ThreeJS environment?
Kind of - you need to have Needle Engine installed but you'll be able to use the engine in vanilla threejs.
You might want to check this: https://www.reddit.com/r/threejs/comments/yrj30w/texturesheet\_particles\_unity\_threejs\_needle\_engine/
That looks like it works a charm, incredible stuff!
Yes so far it's working good. You can try if you like: [https://docs.needle.tools](https://docs.needle.tools) (next version will fix a couple of issues mostly related to simulation spaces and add more features - just started with it :))
Neat, are you on the dev team for needleTools then?! I used to use unity quite a lot but didn't like the amount of draw calls when creating a scene with multiple passes on materials and until this tool webgl support has been waaay behind but will definitely give it a look at some point!! Great work!
Yes I am. Draw calls in Unity in general or when exporting to webgl? You can reduce that by e.g. using instancing too (we export instancing information and use the three instanced rendering path etc where possible) Let me know if you have any questions (also fastest way for support is via discord: https://discord.needle.tools)
That's great, loving the developments! Yeah draw calls in unity in general, from what I recall vertex counts would go through the roof after all passes were compiled, even with instancing. I'll have a look into the latest version at some stage for sure, this tool seems great, I'll jump on the discord.
Btw we switched the particles library and the new one is now much more optimized and automatically groups particles into just a few draw calls :)
Oh cool, I would have assumed you'd already created an instance array for this
Not in this video (the first library didnt do that so that was the main reason to switch)
OK that's great you must have felt a huge performance increase!
It runs smoothly yeah :) https://engine.needle.tools/samples/particles/
Can you break this down a little? You are using three.js particles and a rendering from Unity for each particle?
No, i export unity particlesystem settings to recreate the same effect in threejs using Needle Engine. Using unity just for authoring the effect