Why are my particles are blinking in and out?

Hello there!

I have a very standard ParticleSystem running. Sometimes, all particles will disappear for a frame or two, then reappear as if they were always visible.

This seems to happen more often when the GameObject the particle system is attached to is moving quickly. Maybe it’s when the camera following it is moving quickly? I do not know what is causing this.

Anyone else have this problem? How did you resolve it? Are there any other details that could be useful in diagnosing this?

Fixed! Found 2 things that was causing this effect. Only one of these was needed to fix this problem.

  • Scale of my ParticleSystem was (-150, -150, 1) for some reason. Changing it to (1, 1, 1) fixed it completely.
  • Alternatively, changing from World Space simulation to Local Space simulation also fixed the problem. I did not go this route as I needed World Space simulation for the particles to look right in my game.

Hello!

I have the same problem! I have an object which has two shuriken particle systems autogrouped in a particle effect.
The first system is an additive fire jet system (rocket engine fire) and the second one is an alphablended smoke system (engine smoke).
Both systems have random lifetime and are simulated in world space.

When I have it setup like this, and zoom the camera out a bit, the fire system starts blinking in and out, the frequency of the blinking is maybe 0.5-2 Hz. My objects are already scaled to 1,1,1 so that is no solution in my case. If I change the simulation space to local and make the lifetime constant, it does however fix the problem.

However, this is not an acceptable solution for me either. I guess this is a bug? I wonder if they’ll fix it anytime soon :wink: Or has someone found any other workarounds?

/Temaran

Check your particle sort order, that’s what solved it for me. I had multiple particles systems clashing with one another, so I had to change the sort order on the one that was flickering to be in front (it is in the rendering area I think. the lower the number the more priority it has (i.e. -100 will show up before 0)).

None of the above worked for me, but my issue was the same - entire particle system disappearing for random amount of frames, then appearing again as if nothing had happened. Tried scaling, sort order, to no avail…
My fix was to change the simulation space of the particle systems - made all particle systems have the ‘custom simulation space’ of on of the parent objects.
Worked for me :]

I think it has to do with overlapping sprites. I changed the z position (moved it closer to the camera) and this solved the issue for me.

~ James

Had the same issue with particles. Layers were okay and z positions too. Altering z could partially fix the flickering, but most of the particles were shown cut out of the scene.
The fix was to set camera Clipping planes → Near grom default value (it was 0.3 or 0.03 for me) to 0.

For me it was because my particle lifetime was 0; I changed it to .1

I had this problem because of the dampen setting when I turned on gravity in my 2D project. For me the solution was to simply change from stretched billboard to just billboard.

To add to this - In my case, the problem was that the particle duration was the same as the starting lifetime. Increasing the lifetime by a very small amount(like 0.01) fixed the flickering.