[BUG] Shuriken Particle Trail Vanishes!

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).

I havent used the particle system much but are you sure the particles aren’t set to destruct after an amount of time

I’m 100% sure they’re culled, as the entire trail becomes visible again if the GameObject the particle system is attached to returns into camera view.

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.

This is a feature:
Renderer.OnBecomeVisible

Renderer.OnBecameInvisible

ParticleSystemRender

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.

Glad you worked it out and you didn’t go down the rabbit hole. :slight_smile: