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Question by jbgh2 · Aug 20, 2012 at 06:45 PM · renderingparticlesshuriken

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?

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avatar image Indiefreaks · Nov 12, 2012 at 01:06 AM 0
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I'd also like to get an answer on that one. I didn't got the problem before using Unity 4 beta...

avatar image rumorgames · Nov 27, 2012 at 09:07 PM 0
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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.

avatar image rumorgames · Nov 28, 2012 at 06:24 AM 1
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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.

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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.

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avatar image cregox · Apr 25, 2013 at 06:16 PM 0
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perfect, worked for me! thanks!!

avatar image Kid Canuck · Apr 04, 2014 at 09:10 PM 0
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Wow, thanks, I didn't even think to check that.

avatar image TheShadyColombian · May 13, 2015 at 10:46 PM 0
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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

avatar image Stexe · May 22, 2015 at 08:38 AM 0
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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.

avatar image BadSeedProductions · May 23, 2015 at 12:54 AM 0
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I'm having this issue, however my game object that the particle emitter is attached to is not scaled :(

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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.

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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.

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avatar image Gamehusky · Nov 09, 2016 at 11:16 PM 0
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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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