I found a bug with the Shuriken Particle system: When the GameObject the system is attached to moves out of the view frustum, the entire system vanishes. This means that if you have a GameObject leaving say, an engine trail, and that object moves out of camera view, the entire trail vanishes!
Is there a way to stop this? I couldn’t find any obvious function call to make or variable to set to turn this off. Seems like a huge oversight to me so I must be missing something!
Any help would be much appreciated!
[Edit]
I should also point out that using the TrailRenderer is not an option, as it’s extremely limited in graphical complexity and looks obnoxious with anything following a curved path (e.g. objects that collide and bounce).
maybe its the way the system works to improve performance like i said I havent used the particle system much since they changed it to the Shuriken Particle system
Yep it’s definitely a performance feature, but there must be a way to turn it off otherwise the particle system could never render trails from objects in flight, which seems like a massive oversight.
I could always render the particle system using a different camera with a massive view frustum, but this would introduce its own problems, like trails being visible even when behind regular objects.
Landern - do you know of a way to force the object to become visible again? I love the emission by distance feature of the Shuriken Particle system, and it seems like frustum culling for the entire particle trail makes this feature useless. Surely there’s a simple way to keep the trail visible.
It turns out that the trails were disappearing due to a z-fighting issue between objects in the scene. When the trails had travelled a particularly large distance they would appear behind the background texture in the game depending on the camera position and angle.