Hi, I’m creating a clock widget in Volume mode where I use particle systems to draw numbers and plane trails, but I’m seeing a weird glitch. When the systems are playing sometimes I see a green dot, and when it gets opaque the particle system blinks. You can see a video here and screenshots below
In total there are 6 particle systems, all of them using Billboard Render Mode and the default particle material.
Between the 6 systems there are around 700 particles.
I’ve tried also the Bake to Mesh mode, where I don’t see the glitch and seems to perform better, but doesn’t work for me because the particles billboard behaviour gets deactivated and you can see they are flat quads.
Hey, thanks for reporting this issue! I’ll have a look and get back to you when I can. In the meantime, a couple things:
Does your application use a bounded or an unbounded volume camera? If using an unbounded camera, you can add an ARSession to the scene and your billboarded BakeToMesh particles will face the camera.
Have you tried the replicate property mode? Those should face the camera in any case.
Do you see the green dot when you aren’t making recordings? I see a similar dot at the beginning of the recording, and whenever I look “up” toward the top of my field of view. It appears like the old control center affordance (the little down arrow in a gray circle) that was used on visionOS 1 to open the system menu. Although the colors don’t quite look the same. Maybe it’s a co-incidence.
I don’t think the green dot is coming from Unity, although it is strange that it would be interacting with your content in that way. Is there anything in your scene that could be rendered as a green dot like this?
1-The application runs in bounded mode as it is supposed to be just a widget
2-I tried switching to Replicate but my system used rate over distance emission, if I switch to rate over time I can see the particles but with Simulation Space set to World the particles stay attached to the plane, therefore they can’t work like trails
If it’s possible to create a repro project, submit it as a bug report, and let us know the incident number (IN-#####), that would help us investigate. I don’t think we’ve seen this before, but my first thought from watching the video is that an errant texture (with no actual particle content) is being transferred once in a while.
Hey guys, sorry for the huge delay, was really busy I tried changing a few parameters and building again and again and the only way I couldn’t see the glitch was when GPU Texture Transfer was disabled on PolySpatial settings but then the app runs way worse. I’ve just created a repro project and submitted a bug through the report, the number is IN-116867 @AndrzejUnity@connorbell-u