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Fixed in Unity 5.3.3



Found in


Issue ID




TrailRenderer flickers and does not render at all times




Priority: 3Not yet prioritized for a release


Severity: 4Minor or cosmetic issue

TrailRenderer flickers and does not render at all times

To reproduce:
1. Open attached project
2. Open TrailRendererBug scene found in Assets/Scenes
3. Enter play mode
4. Use arrows to drive around making spins
5. Observe the trails left behind the car
Expected resultL They render at all times
Actual result: Sometimes they disappear

You can make them appear by following these steps after step 5 in repro
6. Pause play mode as they are not visible
7. Find the Player game object in scene view
8. Lift it up a little bit
9. Notice that the marks start rendering


Reproduced on: 5.3.0b4
Does not reproduce on: 5.2.0f3

Comments (24)

  1. 1f30139bd408a69c79f727da69385abe?d=mm


    Jan 22, 2017 14:43

    On 5.6 trails are not only flicker, but also produce connected lines to the origin of the object on macOS (OpenGL) and Windows (DirectX 11) (but not on iOS with Metal).

  2. 81693846ce3ffeafff979ce5212a4cd4?d=mm


    Jan 04, 2017 13:00

    I am seeing this in 5.6 beta. Not only does the trail flicker now, but it draws odd lines, like back to the trail origin.

  3. A678868edf40975787bd5e85c2001dee?d=mm


    Apr 27, 2016 12:20

    We are experiencing this issue atm, after updating to 5.3.4. So this issue definitely do not seem to be fixed. Can it be reopened?

  4. 2e2b1011e6e2765a50deb874c4da6183?d=mm


    Mar 07, 2016 15:05

    Fixed for me in 5.3.3p2

  5. D61e43fea2c117b3a6981b0d9e3c3d40?d=mm


    Mar 05, 2016 17:52

    This issue started for me in 5.3.3, may need to go back to a previous version because of how crucial this is.

  6. 5f7673e81e1e3b8865e108d47d1191d6?d=mm


    Mar 04, 2016 00:43

    Definitely not fixed in 5.3.3

    I'm using 5.3.3p1 and my trail renderers still flicker, completely shut off, etc.

  7. D2761333557ff0a91bc74e67d2c20502?d=mm


    Feb 20, 2016 00:02

    Having the same problem, I'm using a pooled objects, each with Trail Renderer on, and when there are many of these the flickering starts to happen.

    This almost exclusively happen when the array expands, thus new Trail Renderers are instantiated along with the objects.

    I can't tell for sure, but from looking at it for a while, it looked as if trails were reading from other trails' memories.
    Also, it may be that the trail completely disappears when two adjacent trail points are too far. Which, wouldn't be too surprising given the trails are reading from multiple buffers.

    I can provide my scene for further examination if needed.

  8. 1fd00fa138d357c916ddb7b7d90c022c?d=mm


    Feb 02, 2016 21:55

    It looks like it's related to dynamic batching. You can do a temporary work-around by adding the following tags to your shader:
    "DisableBatching" = "True"
    (If you are using a custom shader, that is)

    Looking forward to it being fixed.

  9. F61be956a72f01bed2472b69f44a419a?d=mm


    Feb 02, 2016 17:37

    Can confirm the same issues after upgrading from 5.2 to 5.3.2f1.

  10. B75a6bf247575c84e8cd08ca4936199f?d=mm


    Feb 02, 2016 09:57

    The flickering can be prevented completely by modifying the renderer of the trail after it has been instantiated in effect creating a new instance of material for each instantiated object.

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