Might be particle systems that are active with no active particles (which is a very common pattern, either when effects end or for systems that are triggered by code).
I uploaded a simple particle system that exhibits the issue from our project as case 755491. Has this attached video showing the issue:
I have the same errors. They happen when Stop() is called on the ParticleSystem or if I turn looping off and it ends. The Render Mode is set to Billboard. Unchecking the Renderer section, stops the errors.
Here’s a super dirty workaround, which is to count live particles and then disable the renderer if it’s zero.
In our project, effects are passing through a central system already, so it’s easy to glue this on in the short term. Not happy about the issue overall, though
using UnityEngine;
[ExecuteInEditMode]
public class DisableInactiveParticles : MonoBehaviour
{
ParticleSystem.Particle[] unused = new ParticleSystem.Particle[1];
void Awake()
{
GetComponent<ParticleSystemRenderer>().enabled = false;
}
void LateUpdate()
{
GetComponent<ParticleSystemRenderer>().enabled = GetComponent<ParticleSystem>().GetParticles(unused) > 0;
}
}
I have the same issue. It can be repeated with the tank tutorial. I don’t even have to play the game, just select the dust trail for the tank in the editor and the console starts logging errors. Happens in 5.3.1f1. What an annoying bug to track down. You don’t expect the particle system itself to break.
Yeah same problems here and completely makes my project unusable. (yes, I have backups)
But what I’m concerned about is that are we going to have to wait until next friday for a non-supported patch update (5.3.1p1) to work around this? Or are they going to issue a supported fix (like 5.3.1f2) that will then be supported?
Again, a rather huge problem with a non-beta release. Where is the QA guys?
Oh sheesh, I just installed this latest version this morning. Luckily I have backups to 5.1 and can load that. So selecting particles in the editor now spams the log console and there’s no way to turn that off? How on earth did Unity QA team miss something like that or even let that through to public release?