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Question by sebastian_marino · Apr 17, 2013 at 02:30 AM · boundscullingparticle-system

Preventing culling for particle systems?

Hi everyone,

I'm having a pervasive problem where my camera is positioned 'inside' of complex a particle system containing several million particles (completely enveloping the viewer). It works great, except that occasionally the particle system is erroneously culled from the view (resulting in the particle array being cleared, and IsAlive becomes FALSE).

I need to prevent the particle system from being culled, or fix the culling behavior.

I'm using Unity 4.1.2f1.

Thank you for you help.

With kind regards,

-Sebastian.

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Answer by gfvfubb · May 15, 2013 at 01:00 AM

Put the particle system on a child object to camera, set it's position 5 units in front of the camera, and then change from Local to world coordinates in PS component. Works fine.

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avatar image superdupergc · Sep 25, 2013 at 05:41 AM 0
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This worked for me, but this can't be good for performance, right?

avatar image samcsss · Apr 09, 2014 at 10:35 PM 0
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Brilliant - so simple. I thought I was going to be stuck on this for hours

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