Search Issue Tracker
Fixed in 5.4.0
Votes
0
Found in
5.4.0b3
Issue ID
764899
Regression
No
[Shuriken] ParticleSystem added via AddComponent uses pink error shader and different default values in stand-alone
ParticleSystem added via gameObject.AddComponent<ParticleSystem>(); displays pink error shader in stand-alone player. They also don't inherit the default settings (maxParticles, startLifetime, etc.)
Repro steps:
1. Open AddComponent scene from attached project
2. Press play and observe usual particle system behavior.
3. Build stand-alone player and launch it.
4. Observe particle system shoots only 1 particle and it's using the error shader.
Expected outcome: particles in stand-alone player to display as they do in editor and to use the same default shader.
Notes:
- Issue is present in 5.3.1f1
- Looks like many (all?) variables are set to 0 / null in stand-alone player.
- As a workaround, user has to manually set all particle properties (material, size, count, etc.)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- VFX Graph particles are not culled when using URP and Frustum Culling is enabled on VFX Mesh Output
- 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
Add comment