Hi. I found that culling bug for particle system.
If it is enabled at already culled position, it’s update logic will not be culled correctly.
You can easily reproduce this issue by placing any particle system with culling enabled to Camera’s back position. When you disable and re-enable particle system, there are still ParticleSystem.Update2 calling in profiler. If you move particle system from visible position to invisible position, its ParticleSystem.Update2 will be stopped.
Reproducible project is sent as Case 1240803.
This issue is extremely critical for large scene which has lots of particle systems. Issue like this type makes hard to profile “true” performance of game.