I am working on a VFX graph where a bunch of strips go from a point around a fixed circle to a dynamic target point. I found that when the target gets a bit close to the circle, some of the strips stop drawing. It only seems to happen if I use Orient: Face Camera Position and a high number of points per strip.
In the first pic, the “Target” property is (0.2,0.3,0). In the second pic, the y coordinate is lowered to 0.2 and you can see that a bunch of the strips stop drawing.
The strips have 100 points per strip (the more complex version of this exerts force on the individual particles in the strip, but I’ve simplified it for this example). If I lower the points per strip to 20, they draw fine at the target position that had missing strips before!
If I turn off the Orient: Face Camera Position block, I can see all the strips, but it looks bad because they aren’t oriented properly
Here is the graph… I would appreciate it if anyone could help me!
RadialThing 1.zip (7.2 KB)
Hi!
This is clearly a bug.
Which version are you using?
I noticed that this is working fine in latest U6 beta, but I was able to reproduce the issue on 22.3LTS.
There are some fixes for strips that are pending to be backported, so that could be the reason.
Otherwise, I’ll keep an eye on this and see if there is anything missing on this version.
I’ll let you know next week what we find out.
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yep i’m using 22.3LTS. thanks for confirming its a bug!
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@gabriel-delacruz hey! just wanted to update you that I tried moving over to Unity 6 and it did indeed solve it.
EXCEPT – once I tried using a custom VFX graph shader graph, I ran into the same kind of trouble. Nothing fancy going on in the shader graph.
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Thanks for reporting that!
Yeah, I fixed it yesterday when integrating the missing strip changes and noticed that the problem was not fixed when using Shader Graph.
Fixing that for U6 as well, both fixes will take a few days to land.
Thank you!
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Fix for Unity 6 landed in 6000.0.22f1.
2022.3LTS still in review because it is linked to other changes.