I have made a particle effect wich have Shape set to “Mesh renderer” . I have set a bush mesh from my scene , and in Edit mode , the result is perfect :
On the meshs import tab you need to set the mesh to Read/Write Enabled True.
In the editor all meshes are fully accessable to the cpu (which shurikan particles run on)
But in a build I believe unity usually skips some steps for more performance and just sends the mesh as a closed object to the gpu and therefore shurikan particles need this toggle to retain the access to it.
I have made a minimal project with only what it’s needed to reproduct the bug ( the environment, material, and particle effect) , how can I share it to you ?
EDIT : The probleme seems to be that my Meshrenderer selected for the Shape in particle system was “Static”.
After disable the static mark , the bug was gone
Glad you figured it out. We really should emit a warning in this case, so I’d still appreciate the bug report if it isn’t too much trouble, and I’ll get it the message added.
I had a warning … But it was yellow and I disable it … I saw only the red
“GameObject BuissonFruitBase_0 (2) can be used for static batching. If the mesh becomes part of a static batch, it cannot be used for particle mesh emission. To prevent this, disable the static property for the GameObject.”
But I didn’t see it with all they others , sorry for the time lost
Just wanted to add
Without knowing the innermost workings of unity exactly it makes sense that particle emission and static batching do not work at the same time.
Static batching at start combines various meshes together and assigns this combined mesh in the mesh renderer which is referenced in the particle system. However this new combined mesh has now more vertices and obviously a very different shape, therefore the effect can not look the same.
A diliberate workaround can be to use the particle system shape module not with the mesh renderer but directly with the referenced Mesh.