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When the particle system moves out of the current camera's view the particles stop rendering. This causes all of the current particles to disappear. It even occurs when in scene view. Any thoughts on how I could fix this?
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It appears that this happens when the transform a particle system is attached to is scaled. In my case, my rocket was scaled (for example, 0.2 in every dimension), and the particle emitter was attached to a child object with a scale of 1 (but an inherited scale of 0.2 as well). When I changed the child's scale to 5 offset the parent's, the particles no longer disappear when the emitter is off-screen. I'm still not sure exactly why this happens. It seems like a bug, since it's not particularly useful behavior (nor is it documented). Still, try making sure your transform has no scale, or make a child game object with a corrective scale and control your particle size with MaxParticleSize and other Shuriken properties. Thanks for this answer. I had a ParticleSystem that worked fine when set to simulate in local space, but the particles would randomly disappear for a frame or two when simulating in world space. My ParticleSystem had a scale of (-150,-150,1) for some reason, and setting it to (1, 1, 1) fixed it completely.
Apr 04 at 06:04 PM
Garth Smith
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I have had exactly this problem. In my case it was occurring even if none of the game objects related to the particle system were scaled. I did however find a workaround. If you enable "Sub Emitters" on the particle system, it will work correctly when offscreen. So I'm pretty certain this is a bug in Unity as that is not what I would have expected to fix the issue. Hope this helps others stuck with the same problem.
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The best way to fix this is to untick Resimulate, ensure you tick Simulate in World space, and ensure the transform of the particle system is in front of the camera (replace it after emitting from a given position)
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For me the problem is that when you are using "Stretched Billboard" and set "start speed' to , also enabled "Velocity over Lifetime", the bug appears. So whatever you do , don't leave the start speed to 0. That should solve the problem. hope this would help. PS. I think shuriken programmers couldn't do anything unless they can reproduce the bug... so here you go, fix it please.
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Still have not figured this out...
I also have the same issue with Unity 4 beta... Looking for an answer here...
I'm using Unity 4 as well, and this issue is a significant problem for me. Is this a bug, and if so, will it be fixed, and is there any workaround?
Hmm... I just tried this myself, and the particle system worked just fine. Is there something that all of your projects have in common?
My project is still pretty basic at this point, I haven't customized anything in my culling or rendering options. The particle system I'm using is fairly straightforward as well - emitting a smoke trail (in worldspace) over a short distance on a rocket launch.
I'm using the latest version of Unity (4.0.0f7) and it happens on both my PC and Mac, so if it's not a bug, it must be some sort of configuration issue.