Particle System Shape (Mesh Render) not workin in Build

renderer = GetComponent<MeshRenderer>();       
ParticleSystem ps = vfxTmp.GetComponent<ParticleSystem>();
        var shape = ps.shape;
        shape.shapeType = ParticleSystemShapeType.MeshRenderer;
        shape.meshRenderer = renderer;

This way I set fire to the models and it works in the editor. But if you run in build, then it doesn’t work. Even transform.parent and transform.position cannot be changed. Which is very strange.

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Hey! So, did you ever manage to figure this out?
I have a similar situation, a particle with a shape - meshrenderer emission, which is assigned to a procedurallygenerated “beam”. When in editor, the particles display around the beam, but on build, SOME particles are clumped in their local 0,0,0.

It’s so buggy

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For the next wayfaring coder…

I had the same problems, ParticleSystems added on Start to mesh renderers and configured accordingly. It always worked in the editor, but in Build sometimes it worked, sometimes it didn’t. I fixed my problems by making all meshes Read/Write enabled (even though some Read/Write disabled meshes still worked…?)