Search Issue Tracker
By Design
Votes
0
Found in
5.3.0b4
Issue ID
739942
Regression
No
[Graphics]Particles are occluded behind any gameobject
What happened:
The particles are being rendered behind objects with the mesh renderer components; However, the particles in the scene earlier created scene are rendered infront of the mesh renderer components. Nothing appears to be different in these scenes.
To repro:
1. Create new project.
2. Import both packages.
3. Open "BugReport-ParticleOcclusion.unity" scene file. (This is the broken file).
4. Press play and the bug will happen instantly.
5. Open "Test4.unity" scene file. (This is the working file).
Note: In Test4 you can observe the particles behaving properly.
6. Press play and observe the working scene.
Note: I've attached a screen shot showing both working and odd-sorting behaviours.
Tried:
Tried to set the Shurikens renderer sortinglayer to "Foreground" as a previous problem with sprites and particles was fixed this way, however it did not work.
Work around:
1. Select the child gameobject of the particle object "Explosion".
2. In the inspector expand the material and increase the "Soft particles factor".
Increasing the soft particles factor slider on the particles
Comments (1)
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
- 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
karl_jones
Nov 27, 2015 13:19
In the scene that works shadows are disabled however in the scene with the issue shadows are enabled.
Soft particles only work when the camera already renders depth textures otherwise they are just hard particles. Once shadows are enabled then the camera does start rendering a depth texture and so soft particles are used and you get the problem. Switching to a different shader should fix the problem.