Particle Strip Trails Glitch. Stretching on reused indices. How do you setup unique strip index for trails spawned from trigger to GPU event

I have a system in Unity’s VFX Graph where:

  • A source particle collides → triggers a GPU Event
  • This event spawns a new particle which also triggers a strip trail
  • I am trying to get one trail per particle, with a clean start and end

When particles are continuously spawning, at some point the trails begin to stretch or teleport, and it looks like Unity is reusing an index or buffer slot the trail continues from the position of a new particle, even though it should’ve died with the previous one.

I tried to manually kill the trail before the source particle dies (using Age + Lifetime comparison logic), but it didn’t solve the problem.

I am not sure how to go about fixing this. I am open to maybe using a script for this but I don’t even know where to start. Hopefully there is a way to achieve this in VFX Graph? I don’t mind brute forcing a fix if there are any suggestions!

Here’s a video showing the issue (sorry for the quality - watch the trails glitch). Watch StretchGlitch | Streamable

And here is my current graph:

Sorry, I missed your post and the video doesn’t seem to be available.
Now, what you are describing might be due to a Particle capacity that isn’t high enough.
YOur child system particle strip capacity must be equal or higher to its parent particle count.

You can take a look at this post if you want to get more information relative to strip capacity.

With that being said, we’ve recently released a VFX Learning Sample that covers Strip with various scenario usage. You can easily install it directly from the package manager.

I hope that all of this information will help you .