[SOLVED]Particle System Not Rendering When facing different directions

Hi there! I’m having an issue with a particle effect, and I’ve already looked at the other issues re: emitters and rendering.

My main issue is this: I have a particle effect that is supposed to represent a flashlight. The particle system is attached to the actual flashlight, so it’s always within sight of the actual emitter. Most of the time, the light shines just fine. However, there are times when the effect stops rendering for no apparent reason, but only when facing certain directions. It’s always being rendered in the editor.

Everything looks legit except for one thing: whenever I double-click the object that contains the particle effect system, the system is selected and movable, etc. however, when I double click on it, the editor camera focuses on an apparently random spot on the level, where some other particle systems have been placed by default. The main thing that sticks out is that there is a big white frame that shows nothing inside of it. Whenever my camera / flashlight is facing this frame, the particle system renders… But there’s no way to manipulate this frame, to make it stay within view. Does anyone know what that white frame is / means, or how to manipulate it?

UPDATE:
I’ve read a lot regarding having emitters in the screen, and that wasn’t quite my issue. Turns out those white frames were actually part of the wireframe of the particle system, and whenever the player faced those, the particle system rendered.

Long story short, my LateUpdate() function was updating the particle system after it had been reset to a different orientation because of the way I was updating my animator and its pivot. I could have fixed this in two ways - I could have broken out the particle system from the animator’s hierarchy, or I could have changed where the particle system was updated.

I opted for the second solution.