Search Issue Tracker
Fixed in 2017.3.0f3
[Emission] Adding a burst while multi-selecting particles with non-matching bursts produces undesirable results
1. Open Scene1 from the attached project.
2. Observe the two particle systems in the scene; one has no bursts, the other has 1 burst.
3. Select both systems and observe how in the inspector it appears that none of them have any bursts
4. Add a new bursts
5. Observe how both systems have the same bursts (i.e. even though only 1 burst was added, the first system inherited the pre-existing burst).
Expected outcome: only the new burst to be added.
- seems a bit far-fetched to want to multi-add a burst on systems with different pre-existing bursts. Maybe just disable the functionality if the selected systems have different bursts?
- not a regression, reproes in 2017.1 up to 2018.1
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
- [Linux Hub] A new instance of the Hub does not have a Taskbar icon
- Mesh Inspector becomes slow to use when inspecting a large Mesh with Blend Shapes
- [Metal] GfxDeviceMetal::CreateComputeProgram does not check inputs
- The Modes button of the the SerializedField MinMaxGradient is not clickable in the Inspector when indentLevel is more than 0
- Input.GetKey for Left Shift returns true when Right Shift is held down and Left Shift is pressed (and vice versa)