Hi everyone,
I’m encountering an issue with my particle system in Unity. I’m using a Particle Graph to spawn a texture on the ground temporarily, with an “Output Particle Forward Decal” node. Everything works fine until my camera gets over the particle or “steps” on it, causing the visual effect to disappear. This issue occurs with both the game camera and the scene camera.
Any advice or insights would be greatly appreciated. Thank you!
I have got similar experience when using “Output Particle Forward Decal” but it works properly with “Output Particle HDRP Lit Decal”. Can you confirm.
Personally, I’ve had a lot of trouble getting the “Output Particle HDRP Lit Decal” to work, or in my case, the “URP”. However, these functionalities are still in the early stages of their development, so it is likely a bug that needs to be fixed in the future.
I was also wondering if it would be possible to limit the rendering of particles to certain layers. I think the bug might be due to the particle applying to the camera, and limiting the layers could potentially solve the problem. But how can this be done?
I don’t think it is a layer problem. It looks like some kind of frustum culling bug.
Decal disappears the moment camera enters the vfx bounds.