#i think this is the right vid showing
1 messages · Page 1 of 1 (latest)
oh ye sure, ill do that
ok, first bit:
I don't see anything that sticks out
Mostly just wanted to confirm it's not a VFX graph where the bounds method must be defined manually
Particle Systems should always generate the bounds automatically, but seems that there's at least one exception
https://issuetracker.unity3d.com/issues/particle-bounds-are-displayed-incorrectly-until-a-change-is-made-in-the-particle-system-when-the-particles-are-generated-by-code
I doubt the "show bounds" checkbox yields any useful information but may be worth a try
nah it shows nothing sadly
that could be the issue
i am setting all my particles manually by code
(im doing fluid physics and am using the particle system as a quick way of visualizing it)
Fixed in 2020.1.X, 2020.2.X
ye, weird
im definitely in the latest 2021 version
guess ill just specify the bounds manually
It might turn out to be a trivial solution to set them manually
Especially if it's just for testing
it shouldnt cause too much lag if i set them to some large number right?
Not inherently, bounds just prevent culling
ok nice, thanks a ton!
Also be used to determine if lit material particles fall under a light's range in forward rendering, though I doubt that's relevant
im mainly using unlit shaders luckilly, (my computer is a tad old and cant really handle lit shaders too well)
With big lit systems it would be revelant considering all the particles would be rendered wholly anew for every light