Particle System not showing up in game view when using render mode "stretched billboard"

[Unity Version: 2017.3.1f1]

Hi guys,

I am currently running into the following problem: I have a particle system and it shows up nicely in the scene view, but it will not show up in the game view. This only happens when I use “stretched billboard” as render type.

I’m using an orthographic camera, Culling Mask is set to everything. The particles show up when I change the mode back to “billboard” as render type.

I’ve attached a screenshot with my camera settings.

Any hints and help are very much appreciated!

cheers!

What does the Renderer module Inspector of your Particle System look like?

Thanks for the quick reply!

Render Mode: Stretched Billboard
Camera Scale: 0
Speed Scale: 0
Length Scale: 5
Normal Direction: 1
Material: Shiny_Particle_Big
Trail Material: None (Material)
Sort Mode: None
Sorting Fudge: 0
Min Particle Size: 0
Max Particle Size: 0.5
Pivot: x: 0 | y: 0 | z: 0
Visualize Pivot: false
Masking: No Masking
Custom Vertex Streams: false
Cast Shadows: Off
Receive Shadows: false
Motion Vectors: Per Object Motion
Sorting Layer: DialogOverlay
Order in Layer: -1
Light Probes: Off
Reflection Probes: Off


I am currently reworking my hierarchy of canvases. I am not sure, whether this helps, but the hierarchy looks like this at the moment:

  • Game Canvas (Canvas: Render Mode: World Space)

  • DialogCanvas

  • RewardDialog

  • Content

  • Reward

  • BackgroundFX

Cheers!

4109395--360262--reference_renderer.JPG

I just found out that it has to do with the shape module. When I rotate the particle system on the y axis by a value greater than 0, everything is looking normal again. Even a value like 0.00001 is working for some reason.

Does this sound like a bug or can the be a result of some wrong culling settings?

Do the particles have a velocity? Stretch mode requires them to be moving. (Although not sure that would explain why it works in the scene view…)

Perhaps submit a bug report so we can investigate, and/or try going back to billboard mode and using velocity alignment for the render alignment option.

1 Like

Yes, the particles have a velocity. I will see, if I can reproduce it reliably and file a bug report. This only happened once I moved canvases around and switched camera modes. Will check it out the next couple days. It’s working fine with my workaround so far.

Best wishes

1 Like

Im using unity version 2020. 1.17f1 . The same thing happened to me , and worked fine after I change y rotation from zero to some 0.001. Thanks for sharing.

@anon_88126842 Seems like a bug in unity. Not sure.

same problem was resolved by setting canvas → Render Mode to Screen Space - Camera
also these were required

  • Particle System
    – Sorting fudge : -100
    – order in layer : 1 ( or any value other than zero depending on your layers)

in code :
partSys.Simulate(1);
partSys.Play(true);

I am running Unity 2020.3.4f1 and this still appears to be a bug. In my case I had to set the Y rotation to more like 3 degrees. Changing the Z rotation also had some effect. I am using Billboard.

That’s a rather old patch version. You could try the latest patch, then submit a bug report if it still happens.

A workaround for anyone who can’t upgrade their projects to the newer version.
This seems that Unity inverts the billboards in the game view so you need to make the particle shader render two sides, or Cull Off to make it visible.