I am using a SCNPArticleSystem to create a haze around an object. Once the haze has been created, I don't want it it change further.
I'm noticing that the particle system animation is continuing after the emissionDuration has been reached. This causes the app to use a lot of CPU.
Is there a way to freeze the particle system as it exists after the emissionDuration and not have any further animation hit?
I have tried calling:
particleSyste.removeAllAnimations()
But that doesn't help. Here is how I set up the particle system
let particleSystem = SCNParticleSystem()
particleSystem.particleImage = UIImage(named: "smoke")
particleSystem.particleColor = UIColor(red: 1.0, green: 1.0, blue: 1.0, alpha: 0.005)
particleSystem.birthRate = 10000;
particleSystem.birthDirection = .random
particleSystem.birthLocation = .volume
particleSystem.particleLifeSpan = CGFloat.greatestFiniteMagnitude
particleSystem.particleSize = 2
particleSystem.particleSizeVariation = 0.2
particleSystem.particleAngleVariation = 360
particleSystem.blendMode = .additive
particleSystem.orientationMode = .free
particleSystem.emissionDuration = 1
particleSystem.loops = false
particleSystem.warmupDuration = 2
particleSystem.isLocal = true
particleSystem.stretchFactor = 1.5
let particleSystemGeometry = SCNCylinder(radius: 0.85 * GAL_IMAGE_WIDTH_IN_LIGHT_YEARS * sceneScale / 2, height: 100 * sceneScale)
particleSystem.emitterShape = particleSystemGeometry
particleSystemNode = SCNNode(geometry: particleSystemGeometry)
particleSystemNode.addParticleSystem(particleSystem)
particleSystemNode.pivot = SCNMatrix4MakeRotation(Float.pi / 2, 1, 0, 0)
particleSystemNode.name = "ParticleNode"
scene.rootNode.addChildNode(particleSystemNode)
I would appreciate any suggestions.
I did finally contact Apple DTS about this issue. They confirmed that there is no way to prevent this. When you add a particle system to the Scene, it turns on continuous rendering. They suggested submitting a bug on it (which I will).