We are having an issue where some VFX effects simply refuse to Play or listen to events in any manner whether they’re called from code, sent correct events in some specific sets of circumstances that vary wildly depending on how the game is started. Essentially rendering them deadweight.
The weird bit is that toggling said component or object on/off fixes the issue, in player runtime or editor playmode, but automating that to happen as a result of calling it to toggle itself on/off from Unity awake does Not function. Also calling .Play for the effect in runtime does not fix it if this issue occurs, only toggling it on/off does.
So i’ll need to describe our specific situation to ensure all the relevant details for the issue are clear:
We load a single scene first, then we load/unload other scenes additively,
we use crossscene references (though the effects that are glitching out do not use those),
sometimes changing a scene suddenly makes them work again.
edit: Starting from loading a shared globalscene then the actual location scene it works, loading a loadscene then loading the globalscene + location does Not work either in editorplay or built player.
Its not just one effect either but a good portion of them and i’m
wondering if they’ve become corrupted somehow or what is going on here.
The effects always work in editor scene view. We also use Property binders to update some graph component properties, these are also confirmed to be inputting accurate data regardless of whether the effect is glitching out or not.
None of the above are affected in anyway regardless of the type of initial event setup so i dont think the initevents have nothing to do with this issue.
And while i absolutely Love the incredibly easy workflow of Visual Effect Graph,
the behavior regarding playstates etc should also attempt to remain very consistent between runtime/editor.
So is there some feature i’m missing here or have i found a genuine bug and you want a repro?