Search Issue Tracker
Fixed in 2017.3.0f3
Votes
3
Found in
5.4.0f3
Issue ID
820797
Regression
No
Mesh particles with materials using instanced shaders always emit at (0,0,0) position
Particle system in Mesh Render Mode with an instanced material attached to the mesh emits the particles at (0,0,0) position even while changing position of the game object that has the particle system attached to it.
To reproduce:
1. Open the attached project "New Unity Project"
2. Select "ParticleSystem" game object
3. Simulate the Particle Effect
4. Observe how particles are emitting at (0,0,0) position even though the game object is at (15,15,0).
Expected: Particles are emitting at the same place where the "ParticleSystem" game object is.
Actual: Particles are always emitting at (0,0,0) position regardless of where the "ParticleSystem" game object is.
Reproduced on: 5.4.0f3, 5.5.0a5
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Texture2D hash changes inside of an AssetBundle when rebuilding a SpriteAtlas bundle with an empty AssetPostprocessor Script enabled
- Aniso Level still applies when Generate MipMap is disabled in Texture Import Settings
- Mipmap Limit Groups long names are not truncated when creating a new Mipmap Limit Group with a long name
- “ArgumentException: Invalid double parameter.” error is thrown when Infinity is typed into the Fixed Timestep field
- GameObject becomes gray when using HDRP and STP together on macOS
Add comment