Trail Renderer with visible gaps/breaks in the trail

The Trail Renderer is great. I am using it for long trails in my game following projectiles, however I need the projectiles to go through portals - which is where the Trail Renderer predictably leaves unwanted long streaks as the trail jumps to a distant point. Essentially I want a way to briefly suspend the production of the trail and then turn it back on and resume the trail production so there is a visible gap or break in the trail. The only solution I can think of is to create a new game object with a new Trail Renderer every time a projectile goes through the portal like this. I am concerned by increasing drawcalls (platform is android/IOS) as other posts have said that Trail Renderers don’t batch. Does anyone have any other suggestions?

Good news! :slight_smile:

Essentially, you want to briefly suspend the production of the trail and then turn it back on and resume the trail production so there is a visible gap or break in the trail.

The only way to do this?

Create a new game object with a new Trail Renderer every time a projectile goes through the portal like this.

:wink:

In a word - you want two trail renderers on the screen. So, you need two tail renderers - that’s it.

There is no problem with performance - i mean it’s only TWO trail renderers, for goodness sake.

Simply do a test, very simply duplicate your current T.R. (say, offset 5 meters) and that will give you a good test of two of the little buggers!