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Won't Fix
Votes
0
Found in
2018.4
2019.4.10f1
2021.1
Issue ID
1288419
Regression
No
Particle System's Point Light flickers while Looping is on and Emission Rate over Time is set to 0 with Bursts Count set to 1
Reproduction steps:
1. Open attached project "case_1288419-Linking_light.zip"
2. In the Project window open Assets/Scenes/SampleScene
3. Select "flicker case_1" GameObject in the Hierarchy window
4. Observe the Scene view
Expected result: Particle System's Point Light is not flickering
Actual result: Particle System's Point Light is flickering
Reproducible with: 2018.4.28f1, 2019.13f1, 2020.1.10f1, 2020.2.0b8, 2021.1.0a2
Note:
- When changing the Particle System's Emission Bursts Count to 3 and leaving the Rate over Time set to 0 the flickering stops.
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Resolution Note:
We don't know an effective way to guarantee only 1 particle always exists, with this kind of setup. relying on 1 particle dying and 1 particle being born on exactly adjacent frames is unreliable, due to floating point number precision in compute hardware.
It would be better to use the ringbuffer mode with a loop value, to create an infinite particle that pulsates in color. Then you always have 1 alive particle, and no longer need to rely on the births and deaths lining up exactly as you want.