Is this a known Lens Flare bug in Unity 3?

Is it a known bug in Unity 3 that lens flares will sink into nearby colliders when the flare and the collider are both moving and attached to the same object or the lense flare is a child of the collider? (like when using lens flares for car headlights?) If that’s the case what would be a good workaround?

Moving at 100 km/h:

51587-lensflarebug2.png

Not moving at all:

51586-lensflarebug.png

@Sondre.S I know for 95% what is cousing this bug; interpolation. I bet that if you disable it in rigidbody the flares will be always visible, no matter speed. Ofc disabling interpolation might not be an option if you don’t want to make physics upgrades more frequently… (but if you want you can try setting timestep 0.01333 and it won’t need any interpolation).

@K0ndor Hey, thanks, I’ll try that and see if it works. Sorry to hear that you have the same problem :confused: Actually I’m surprised not more people are complaining about this, and I’m shocked that the bug still exists in Unity 5, that’s a shame. I’m still using Unity 3.

I wrote a script to set the brightness depending on the distance between the car and the camera, but if I calculate the distance the problem still persists. I had to use the zoom level of the camera as a dirty fix :confused:

I can post the script if you need it.

If the collider is being placed slightly inside the car model (and therefore blocked) as a result of physics imprecision, why not just set the lens flare to ignore the layer on which the car is placed?