Search Issue Tracker
By Design
Votes
0
Found in [Package]
13.1.3
Issue ID
1387668
Regression
No
A Spawn Node's Block properties affect another Spawn Node's visible particles
Reproduction steps:
1. Open the user's attached "Testbed.zip" project
2. Open the "Scene" Scene
3. In the Assets open the "New VFX" Visual Effect Graph
4. Change the Count property of the "Spawn system (1)" to 10
5. Change the Count property of the "Spawn system" to 5
6. Observe the Scene
Expected result: Both Spawn Nodes spawn visible particles based on the Count property of each Spawn Node's Block
Actual result: Both Spawn Nodes spawn visible particles based on the Count property of the "Spawn system" Block
Reproducible with: 10.8.0 (2020.3.25f1), 12.1.2 (2021.2.7f1), 13.1.3 (2022.1.0b2)
Could not test with: 7.7.1 (2019.4.34f1) (Missing required context for Visual Effect Graph)
Notes:
- The "Spawn system (1)" spawns particles based on its Block's Count property, but only the amount of particles in the Count property of the "Spawn system" Block is visible.
- After reproducing the issue, you can select "New VFX" GameObject in the Hierarchy window and see that some particles are invisible.
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Redoing creation of Sub Scenes and Cube GameObjects in Hierarchy throws “Assertion failed on expression: 'targetScene != nullptr’” error in Console window
- Selecting “New Sub Scene” after assigning “New Scene” in Sub Scene Script Component throws “Destroying GameObjects immediately is not permitted” in the Console window
- Shader Graph "Zoom Step Size" can be set to 0 even though the zoom still works
- Enabling/Disabling the Deprecated Nodes doesn't apply to the opened Shader Graph unless any Variable is added to the Blackboard
- Group Selection title text size is smaller in renaming than the actual font size
Resolution Note:
For this specific issue, the problem was actually in user code, we were trying to render the second VFXSystem with the rendering draw call of the first one.
In VFXPass.cs (1387668_Testbed\Assets\Scripts\VFXPass.cs), replace
ctx.cmd.DrawRenderer(VFXPass.Renderers[i], materials[j]);
By
ctx.cmd.DrawRenderer(VFXPass.Renderers[i], materials[j], j);