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Particle System Particles disappear when game object transform is off screen
I am experimenting with using particle systems in Unity5.
The problem is that all of the particles disappear when the particle system's origin point is off the screen. (i.e. a frustum culling issue).
I've tried a lot of the other recommendations but none of them seem to work. (e.g. setting the scale of the transform to 1, turning sub-emitters on, etc.) I've also tried inserting meshes and skinned meshes and then editing the bounds manually, but this also didn't seem to work.
Any other ideas?
Answer by popupAsylum · Jun 08, 2015 at 07:50 AM
Maybe you could move the particle systems transform in front of the camera, if the simulation is worldspace
What kind of effect are you trying to achieve?
@popupAsylum my dilemma is that the camera moves and turns around often, and if I were to dynamically move the particle system transform then this would rapidly become complicated because I'd want the particles to stay in the same place, so I would have to recompute the effective position of the particles for every camera movement. Or is there a simple way? Thanks.
In the Particle System inspector there's a dropdown for simulation space, if that's set to world space any particles that have already been emitted will keep their position even if the transform moves.
Huge thanks! I've been searching for a solution for this, and it's working. o/ But what if I have to use local-space particles, though?
Answer by applemaniac · Jun 08, 2015 at 09:09 AM
It may be because of the render options. Try it out of the Editor, in different quality settings, it may work.
@applemaniac not sure I understand by trying it out of the editor? As in making an app and seeing what happens?