how do you avoid having ribbons jumping to another particle?

like this:
9814998--1410156--upload_2024-5-4_21-54-30.gif
I use your standard GPU event trigger.

due to shared capacity i jacked up particle count to 100k and this started happening, instead of parent particle not spawning.

We would need to look at your VFX with more detail, but this might be related to this bug.

wish granted!
system aren’t supposed to share buckets?

9844398–1416630–vfxgraph with shared bucket.7z (25.6 KB)

It seems like your ribbon is updating its position based on ConformToSphere at the Ribbon’s Update Block, and then referencing the Main Particle, which has a similar setup at its Update Block. I think you should check the ribbon in the simplest way before adding more complex nodes. By the way, you can check the Unity Sample VFX Graph, which also has a Ribbon scene

those update nodes of the ribbon don’t impact the core of the problem discussed here