Particle Flickering

Alright. I’m stumped.

I’ve been playing with the new Particle System, and I’m having a small issue. I’ve got multiple particle systems attached to an object. The particle systems are being turned on and off with ParticleSystem.enableEmission=true/false, and forces are being added to the parent object.

If the parent object is moving, when enableEmission is false, any remaining particles begin to flicker. When the flickering starts, the triangle and vertex count goes nuts. Turning vsync off makes this less noticeable.

First, is this the appropriate way to turn the particle systems on and off? Second, does anybody have any idea what’s causing the flickering?

The problem is called z-fighting. The video card is not sure what to draw as both particle systems occupy the same depth.
I’m having this same issue and cannot solve it.

Although some things that have been recommended are…

-Add an Offset property and changing the value of it for each vehicle’s dust particle shader. See here on how to do this
-Make the camera near and far plane as close as possible
-Adding less particles

Let me know if you find a solution that works for you.

I’m having a small issue. I’ve got multiple particle systems attached to an object. The particle systems are being turned on and off with ParticleSystem.enableEmission=true/false

Try messing with the option for “use local space” and “use world space”.

When the particles are turned off, the remaining ones should float in the world for their remaining lifespan instead of trying to follow the object.

Did you solve this problem? I’m seeing the same behaviour: particles attached to moving object sometimes simply won’t render for a single frame. This doesn’t seem to happen in empty scene, so it’s probably frame-rate dependent or something.

For now, I’ve used legacy particle system in place of Shuriken one, but I don’t like this workaround. Shuriken is so much more flexible.

The way I solved this was fixing the scale on my particle system.

For example, I created my particle system in the scene, which set a default scale to 1,1,1… The problem was that I made it a child of a transform that’s scale was 200% the original size, however, the scale on my particle system stayed at 1,1,1. I dropped the particle scale down to 0.01 on all axis and it fixed the issue.

Note that you may need to scale up if your parent object is smaller than 1,1,1…

In the particle system, go to ‘Renderer’. Change the ‘sort mode’ to ‘By Distance’. Done

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I had a similar problem with whole particle systems flickering on and off seemingly random.

We found out that if you do not have the Cull Off tag in the shader used by the particle system in can cause the whole particle system to flicker on and off at random frames.

Hope this helps someone else out there! :slight_smile:

Kind regards, Tobias Biehl - Tech Artist @ Playdead

uhuuu Gracias RedWarrior