i’ve been using the lightning demo, and if you have the source object out of view it culls the whole particle system. you can test this by opening the demo dragging one of the spheres a few meters outside of the camera view in the editor and then play it - no lighting for that object. is there any way to fix this this so that a long particle system like this doesn’t get culled if the source is offscreen?
Is it really a particle system? If so it seems like it should work just fine, if not then maybe some code is missing a Mesh.RecalculateBounds();
it is an ellipsoid particle emitter (the scene is included in the procedural package).
i’ll check Mesh.RecalculateBounds(); but i don’t think that’s the problem, i thought that was just for modifying meshes directly.
that doesn’t seem to be it (or if it is i’m not understanding how it works).