I am using a particle system to render explosion effects. And it works fine when using a billboard.
But when I use a mesh for the render object… well this happens.
I will assume this is not a feature lol. Anyone have an idea of what might be going on?
It stretches the meshes off to infinity (They should be spheres).
I am using Unity 2020.3.3f1
Well obviously the first thing to do is tear it all apart, make a fresh scene and get all the art out of the way and try to find out wtf is happening.
Crank the particle system output down to one particle per second, see what happens.
This is all just basic Troubleshooting 101!!
I’ve done this and cannot seem to reproduce the issue. I could probably spend a bit of time and remake the particles again and it would go away. But I have done that already. This is the second time I’ve created it. It seems to just start failing at some undefined point.
I cannot tell exactly when it starts glitching, but from the systems that it’s happened on, it seems to happen sometime when changing the material while using the mesh renderer.
My point isn’t that I cannot get it to stop. I can remake it again. It’s that it will happen again, and this is not something I want to keep putting back on my trello board lol
What platform is your editor running on?
You may want to try checking/unchecking the GPU instancing option in the particle Renderer module. See if it makes any difference.
Hey great! Unchecking GPU instancing totally solved it for me.
I’m not doing any crazy particle sims or anything, so any speed id get from instancing seems to be pointless.
I’m using a standard unlit particle shader for these. If I wanted to use GPU instancing in the future, how could I avoid this problem again? I’m on windows, building for windows btw
It must be a bug in Unity, but it’s not one I know about already, so if you’re able to report a bug with your repro project, we’ll get it fixed!
Glad we found a workaround at least!