Culled Particle Emitter Issue

Hi, I posted this query a week ago under ‘Developer Preview->Shuriken, the new particle system’ but there’s been no activity there for over a week. Wondering if someone can help:

I’m using the Cartoon FX particle plugin at the moment (I’m assuming this is a shuriken issue though) and am getting the following problem: using a long gas particle effect with emitter at one end … when emitter leaves the camera frustrum the particle is culled even though the gas billboards should still be in view. I’ve tried adding the particle as a child to a larger bounding volume (a trigger in this case) in the hope that the culling would apply to the parent object but this hasn’t worked.

http://forum.unity3d.com/threads/116833-Shuriken-the-new-particle-system?p=831043#post831043
William, a graphics programmer for Unity, Copenhagen stated in the above thread in February that this was a known issue and it was to be fixed … anyone know if this has actually been addressed?

Thanks for any help.

Ya, I got the same problem with my project. I am using a particle emitter to populate an area with billboards. The camera passes out of the range of the emitter and all the particles disappear. I need to be able to flag it to not be culled.

Yeah, that would be ideal, being able to tag the particles on an idiviadual basis. We’re having to redesign part of our level as a result of the issue.

We are seeing same behavior

Sorry to bring up an old thread. But it does seem this issue still hasn’t been fixed.

I’m trying to build a particle manager to handle all bullet rendering, but this issue is making it pretty hard…

Quick workaround would be to attach the particlesystems to the camera, and be sure to only use world simulation, but yeah :slight_smile: