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https://github.com/sinbad/unity2017particleissues
Demonstrating a weird bug I've had with particles since updating to Unity 2017.1
https://github.com/sinbad/unity2017particleissues
Last synced: about 1 month ago
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Demonstrating a weird bug I've had with particles since updating to Unity 2017.1
- Host: GitHub
- URL: https://github.com/sinbad/unity2017particleissues
- Owner: sinbad
- Created: 2017-07-20T10:23:21.000Z (over 7 years ago)
- Default Branch: master
- Last Pushed: 2017-07-20T16:07:36.000Z (over 7 years ago)
- Last Synced: 2023-03-11T15:38:39.128Z (almost 2 years ago)
- Language: C#
- Size: 55.7 KB
- Stars: 0
- Watchers: 2
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.md
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README
# Unity2017.1 Weird Particle Bug Repro
[Watch explanatory video](https://www.youtube.com/watch?v=QjMG4lvDQt0)
I've had a really weird issue with particle systems that are set to *not* play on awake in Unity 2017.1.
If I move them and call Play(), even directly after instantiation, some particles get emitted in a different
location, as if the velocity of moving them first has carried across to the emitter. No setting changes I've found
seem to fix it, and I'd love to know what I'm doing wrong or if this is a bug.# Update: it's a bug
Filed here: https://fogbugz.unity3d.com/default.asp?933239_d08cr96ms2alo5u0
# Workaround
The workaround I've used is to drop the sub-emitter link and just use the child relationship to drive things instead. That seems to work fine and doesn't suffer from the same problem.