I have an application in Unity that currently reads tens of thousands of points from a text file containing x,y and z coordinates for a point cloud. As one can imagine, this take a large amount of time.
I am unfamiliar with particle systems in Unity and am looking for suggestions on how to speed this process up. I have tried to use the ParticleSystem object but it seems I cannot tie it with reading a text file of xyz coordinates. I have also attempted to convert the text file to .obj and importing that as a model into Unity. Although the .obj model appears in Blender and Meshlab, it does not appear in Unity as I believe it lacks a "mesh".
Furthermore, the points must be "animated". Meaning that I have a text file of xyz coordinates which is rendered. This text file is then replaced with different xyz coordinates, and then rendered again thus "animating" the point cloud. This makes rendering speed an essential requirement. My solution to this was originally to use a .obj model that updates, however as mentioned above, this did not work.
Any help is appreciated. Thanks.