Search Issue Tracker
Won't Fix
Won't Fix in 6000.3.X
Votes
0
Found in
6000.0.57f1
6000.2.4f1
6000.3.0b1
Issue ID
UUM-117241
Regression
No
Crash on 'TransformParticleMesh' when setting Particles in PlayMode
How to reproduce:
1. Open the “ReproProject.zip“ project
2. Open the “SampleScene“ scene
3. Enter the Play Mode
Expected result: No crash
Actual result: Crash
Reproducible with: 2023.1.0a20 (be935afddb32), 6000.0.13f1, 6000.0.57f1, 6000.2.4f1, 6000.3.0b1
Reproducible environment: macOS 15.6.1 (M4 Max), Windows 10 Pro (22H2), Windows 11 (Reporters)
Not reproducible environment: No other environment tested
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
- Texture Import Warnings are obscured by other Terrain Layer options in the Inspector
- Burst Inspector middle divider is jittering when resized with the Burst Inspector window docked
- JsonConvert conversion fails trying to call GetCallbackMethodsForType when [OnDeserialized] is used in a class
- Different text alignment in the column header in Entities "System" window
- Objects with Universal Render Pipeline/Particles/Lit shader are always lit up when changing their Rendering Layer Mask
Resolution Note:
In the provided reproduction project, the particle system ends up trying to process 923911 mesh particles, with each mesh containing 768 triangles (515 vertices, 2034 indices), resulting in a total of 475,814,165 vertices and 1,879,234,974 indices.
You could try reducing the total number of particles, or using a simpler mesh like a Quad.
Additionally, if possible in your context, you could try using VFX Graph that is better suited to handle large particle count (GPU simulation update, instanced drawing of particles)
Resolution Note (6000.3.X):
In the provided reproduction project, the particle system ends up trying to process 923911 mesh particles, with each mesh containing 768 triangles (515 vertices, 2034 indices), resulting in a total of 475,814,165 vertices and 1,879,234,974 indices.
You could try reducing the total number of particles, or using a simpler mesh like a Quad.
Additionally, if possible in your context, you could try using VFX Graph that is better suited to handle large particle count (GPU simulation update, instanced drawing of particles)