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Fixed in 5.2.0



Found in


Issue ID




[Performance] Shuriken particle system module "Limit velocity over lifetime" is fps dependent



Reproduced with:
Unity Version 4.3.4f1 (e444f76e01cd)

Comments (8)

  1. 02aa0d5e69cc58bfdcb652e1c654dddf?d=mm

    Backward pieS

    May 20, 2015 18:56

    Yeah, I'm still experiencing this problem with my particles in v4.6.5.

  2. 8c7facffe10e4c64ded4e1fd5dd53588?d=mm


    May 12, 2015 22:19

    I also had this issue once after switching between various build platforms. Seemed like the strength of the "Limit Velocity..." suddenly was halved, though I had no issues with the framerate in my scene.

    I fixed it by changing the build settings from Android build to Web Player. Very strange issue.

  3. 969434aff9fc116301c83c5bb1a03ab2?d=mm


    May 04, 2015 14:28

    yes i confirm this issue still in latest unity 5!

    this should be fixed soon! many cartoony effects can only be achieved using velocity limit..

  4. 3b7eae802ae27cb3548f7d48f619c472?d=mm


    Oct 26, 2014 16:49

    Seems like it won't be fixed in 5.0... :\

  5. 2abec21f3c4b43d34ab39aadf5d2b0b8?d=mm


    Aug 24, 2014 18:51

    Yes I noticed this happening but didnt realize it was connected to framerate. My flamethrower particle system shoots much farther in editor mode than play mode, this is very annoying because it directly affects my gameplay if fps starts fluctuating...

  6. 905fa38df77557235d4f2151a0988d0e?d=mm


    Jul 17, 2014 23:57

    Can confirm. It's the 'Dampen' part of limit velocity that seems to be frame-rate dependent - you can still explicitly set the velocity of a particle over time with a curve. That's often not good enough though, so would be great if this was fixed.

  7. 2faf14780cc6936eaeaba12dfa4d0b63?d=mm


    Jun 04, 2014 03:23

    I'd noticed this a lot with my previous project, but my fx production timeline meant that I simply made do with value tweaks. I'd like to see this fixed, because it's horribly counter-intuitive, especially with so many of Unity's own docs making a point of reminding users of framerate-independence.

    As a quick update, this is still present in 4.5.0f6.

  8. 3b7eae802ae27cb3548f7d48f619c472?d=mm


    May 17, 2014 15:41

    I've seen people asking why sometimes Shuriken behaves differently in edit mode than it does in play mode. Well, that's the reason. Edit mode seems to be vsynced, while play mode depends on your quality settings. If you don't have vsync enabled in your quality settings, the much higher FPS might result in this module screwing up your particle system behaviour.

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