particle system disappears when camera moves away before they're out of sight.

It seems that camera culls particles differently than with shuriken. Maybe the renderer bounding box doesn’t get updated automatically by the update .
What’s the common way to deal with this?

Hi,

You are correct, the VFX bounding box does not update like in Shuriken. You can either manually increase it in Initialize:

You can also make it follow the main camera (if you have a camera in the scene tagged MainCamera):

Hope this helps!

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Thanks, attaching main camera to the bounds position works. why is that?
Is there a way to resize the bounds via gizmos?

In this example, we are assigning the center of the bounds to be at the position of the camera, so no matter where the MainCamera goes, the bounds will follow it, and your system’s bounds will be always visible. Please note this doesn’t currently work in the scene view (since the camera you pan with is not the one tagged MainCamera), and be aware that the bounds have a space (the little L or W icon), so you probably want that to be in world space since we are feeding it the camera position in world space.

Yes, the VFX graph has many gizmos which can be manipulated in the scene view. Unlike the built-in particle system, the VFX Graph exists as stand-alone assets in the project folder, so if you want to manipulate any gizmos, you’ll need to add an instance to your scene first and then link your Visual Effect asset to that particular instance via the TargetGO window. You can do it like this:

This link also happens automatically if you opened the Visual Effect with the Edit button from the inspector of the instance:

After you have this link established, many blocks and nodes within the VFX Graph will have their own respective gizmos which will appear in the scene view:

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Very nice, i didn’t notice the manipulators before.