Search Issue Tracker
By Design
Votes
0
Found in
2021.3.27f1
2022.3.1f1
2023.1.0b20
2023.2.0a18
Issue ID
UUM-39880
Regression
No
Pausing a Visual Effect doesn't pause the “Multiply size over life” effect in the Update Block
Reproduction steps:
1. Open the attached project “1581995-VisualEffect not pausing“
2. Open the “SampleScene“ Scene
3. Select the “VFX_Hail“ GameObject in Hierarchy
4. Play the Visual Effect for a few seconds
5. Pause the Visual Effect using the Scene view controls
Expected result: The Visual Effect is static when paused
Actual result: Some quads grow indefinitely until they fill the screen
Reproduced with: 2021.3.27f1, 2022.3.1f1, 2023.1.0b20, 2023.2.0a18
Reproduced on: macOS 13.0.1 (Intel), macOS 13.4 (M1, user reported)
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
- “Remove Unused Overrides” available on not loaded Scene and throws “ArgumentException: The scene is not loaded” warning
- Adaptive Probe Volume occlusion edge is calculated incorrectly when viewing probes near geometry edges
- Sampling a texture using an HLSL file throws shader errors and the code does not compile
- "Graphics.CopyTexture called with null source texture" error when Base Camera of an Overlay Camera is removed with DX11 Graphics API and Compatibility Mode enabled
- WebGL sends wrong value with large numbers when SendMessage function is used
Resolution Note:
Hello,
The attached project is showcasing a multiply size over life in update context.
You have to be aware pausing an effect will only force the deltaTime to be zero, the VFX.Update is still processed everyframe.
In your case, the curve applied over life is slightly over 1.0 for young particles, thus, every frame, we are processing:
`size = size * 1.005;` which is slowly increase the size over time while the age remains the same.
There are (at least) two ways of achieving actually paused effect:
1. Move the Multiply Size Over Life from Update Context to Output Context. This is probably the most common setup, the size can be modified but won't be write `renderingSize = size * 1.005;`.
2. On the Update Context, you can enable the toggle "Skip Zero Delta Time" (which is unexpectedly undocumented https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/Context-Update.html ), when enabled, it filters out block execution if deltaTime is equal to 0.
Hope it helps, feel free to ask if you need additional clarification.
Regards,
Paul D