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Particle System isn't culled off-screen when the Culling Mode is set to Automatic and the Simulation Space is set to World

Visual Effects - Legacy


How to reproduce:
1. Open the user-submitted project
2. Open the scene "Sample Scene" and enter Play mode (Assets/Scenes/SampleScene.unity)
3. Open the Profiler window and select the CPU Usage Module.
4. In the Module details pane, set the view to "Hierarchy" and enable the Live setting
5. In the search bar, type "particlesystem.update2"
6. Inspect the number of Calls made by this function

Expected result: 0 calls are made
Actual result: 16 calls are made

Reproducible with: 2019.4.33f1, 2020.3.24f1, 2021.2.5f1, 2022.1.0b1

1. Not reproducible if the Simulation Space of the Particle Systems is set to "Local"
2. Not reproducible if Culling Mode of the Particle Systems is set to "Pause" or "Pause and Catch-up"

  1. Resolution Note:

    This is deliberate for a system using World Space Simulation. If the GameObject is moving off screen, it will have a big impact on what the particles would look like when viewed again (i.e. imagine a GameObject following a spline, it may leave a trail of particles in its wake).

    If you want to force a certain behaviour, you can change the culling mode from automatic to something else.

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