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
- The Scene View becomes gray and "NullReferenceException" errors are thrown when attaching the Unity Editor process to RenderDoc
- Memory usage rapidly rises when changing colors in the color wheel
- Physically Based Sky's Horizon and Zenith Tint Color Selection Bars don't have immediate access to color pickers
- EmptyAdditionalLightShadowmapTexture leaks from memory when URP quality level is changed using QualitySettings.SetQualityLevel
- Referenced ScriptableObject field does not get updated and cannot be set to "None" when there are no Objects of that type
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.