Search Issue Tracker
Won't Fix
Unknown (hidden) 2019.4.X, 2020.3.X, 2021.3.X, 2022.2.X, 2023.1.X
Votes
0
Found in
2023.1.0a1
Issue ID
UUM-932
Regression
No
Particle System bounds computed incorrectly when shape set to SkinnedMeshRenderer and model is moved in LateUpdate
How to reproduce:
1. Open the user's attached "PSBoundsShapeRepro.7z" project
2. Open the "SampleScene" Scene
3. Enter Play Mode
4. Press the "Pause" button
5. Select the "po_BurningStatusFX" GameObject in the Hierarchy window
6. Enable the "Show Bounds" property in the Scene view's Particle Effect window
Actual result: Particle System's effect bounds shape is behind the "unitychan" GameObject
Expected result: Particle System's effect bounds shape is the same position as the "unitychan" GameObject
Reproducible with: 2020.2.3f1, 2021.1.0b4, 2021.2.0a3
Could not test with: 2019.4.19f1, 2018.4.30f1 (Due to Particle System not working when downgrading)
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
- Unity CIL Linker fails on Player build when persistent listeners have "<" and ">" in their XML attribute names
- ”Lighting data asset ‘LightingData’ is incompatible with the current Unity version…” warnings are thrown when saving Indoors (URP) and Outdoors (URP) Scenes as Scene Templates
- [iOS] The screen blinks when transitioning from custom to Unity splash screen
- [macOS] ”Ignoring depth surface load action as it is memoryless” warnings are thrown when taking Game View Snapshot
- UI Builder Inspector scrolls back up when changes on an expanded but not fully displayed Inspector tab are saved
Resolution Note:
Unfortunately this happens due to how the Particle System and Transform system are designed, and to be totally honest - we're not sure how we can fix it.
We are going to close the issue for now, as we are not planning on working on it in the near future, given that we don't know how we could proceed to fix it.
As a workaround , it is possible to set your own bounding box since Unity 2022, by setting renderer.bounds in script.
Apologies for the inconvenience.