Particle System bug (Maybe)

So I have a particle system attached to a character (as a child). When I teleport the character instantly via a script, the particle system renderer now seem to think it is not within the frustum. This was not a problem earlier (5.2 I think is the last time I saw it working, but it may be even longer). In 5.3.4 the problem was realized by me.

I tested the renderer.bounds, and the renderer.isVisible, and the bounds don’t update to the new location, and the isVisible is now false. Then, if I move the camera to the old location (you know, where the particle system no longer is), the particle system is visible again in the new location.

Both these properties are read only, so my only solution is to trick it somehow. Any ideas out there? Tried to disable/enable the system, didn’t help.
I just need a hack to make the particle system realize its fuckedupness.

Solved: Instead of disable/enable of the renderer, setting the gameObject to inactive, then active, worked.

Can you report this as a bug so we can fix it properly :wink:

I just made a small repro project, with only the essentials, and sent it as a bug :wink:
Case: 791794

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Could you maybe check if the bug even went through? I got a confirmation mail from Unity, and a link to track the status of the report, but when I click the link, I get this:

Case not foundNo case was found associated with the ticket:

You cant just click on the link because the auto-email has a problem with the link (I think there’s a period at the end of the link). You have to copy the link and remove the period at the end of it.

Yes its being looked at by QA now. You should get a further email once they have finished.

Yup, the period was the problem. Thanks :slight_smile: