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Particles disappear when emitter (shuriken) is off screen
I have a particle system (shuriken) sitting pretty close to the camera. It flies around leaving a trail. However whenever the emitter goes off screen (out of the camera frustrum) all the particles disappear.
If the emitter comes back into view all the particles re-appear.
Any ideas how to keep the particles rendering?
I'd also like to get an answer on that one. I didn't got the problem before using Unity 4 beta...
I'd also love an answer to this question. $$anonymous$$y game features a rocket that emits a trail of smoke, which promptly disappears when the rocket is off-screen. Looking for the particle setting/culling option/whatever it takes to make my smoke trail remain visible.
It appears that this happens when the transform a particle system is attached to is scaled.
In my case, my rocket was scaled (for example, 0.2 in every dimension), and the particle emitter was attached to a child object with a scale of 1 (but an inherited scale of 0.2 as well). When I changed the child's scale to 5 offset the parent's, the particles no longer disappear when the emitter is off-screen.
I'm still not sure exactly why this happens. It seems like a bug, since it's not particularly useful behavior (nor is it documented). Still, try making sure your transform has no scale, or make a child game object with a corrective scale and control your particle size with $$anonymous$$axParticleSize and other Shuriken properties.
Answer by dentistguba · Mar 12, 2013 at 06:54 PM
I also found emitter scaling to be a culprit, however unlike the above the parent scaling didn't seem to matter. All I did was to scale the emitter to 1 and that seems to have fixed it. the culling must somehow be linked to emitter scale.
hey, guys! Set the answer as correct if it helped you so that people can see this EDIT: Assu$$anonymous$$g whoever asked this question has read this and approved it
This worked for me as well. I did a lot of different tests and found out that you don't need to change the scale to 1. I just changed it from 0 and it worked (I'm using 0.03 to keep the effect looking similar, but tried it at 1 and 10 and they all worked).
Strangely, anything smaller than 0.022 in my tests seem to cause it to keep disappearing. At 0.021 it flickered and at 0.02 it would disappear completely. $$anonymous$$y parent is scaled to 9, 9, 0 (it is a 2D sprite) in case that matters.
I'm having this issue, however my game object that the particle emitter is attached to is not scaled :(
Answer by Vacummus · Oct 12, 2015 at 06:14 PM
Scaling the emitter to 1 did not work for me. Changing "Simulation Space" property in the Particle System from "Local" to "World" worked though.
Answer by bp_mhaenssgen · Oct 24, 2016 at 10:00 AM
Changing Sorting Order within the layer was the key for me. An order of 1 was already useful.
Thank you for posting your solution! Even if the particle system was inside the cameras view, the particles went somewhat transparent after a while. This solved the issue!
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