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Fixed in 5.3.3
Votes
48
Found in
5.3.0b4
Issue ID
740580
Regression
Yes
TrailRenderer flickers and does not render at all times
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
Note:
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
Screencast: http://screencast.com/t/Cf9zEASrPv
Reproduced on: 5.3.0b4
Does not reproduce on: 5.2.0f3
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Xero82
Feb 02, 2016 17:37
Can confirm the same issues after upgrading from 5.2 to 5.3.2f1.
softone
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.
softone
Feb 01, 2016 16:25
Here is a simple way to reproduce this flickering behavior in 5.3.2p1:
Generate a prefab with a trail renderer as a child object. Assign high enough value to Trail Renderer Time-property (say, 10 or more). Let's name this prefab drone. You could add code for it to autodestroy after 20s.
Instantiate the drone and make it move constantly to a random direction for it to generate a trail. Repeat every 0.2 seconds.
Every time a new drone is instantiated, some or all of the trail renderers go blank until the newly instantiated drone starts to move and draw the trail.
This is well demonstrated if the drone's movement is controlled by Nav Mesh Agent, as it takes some time for it to calculate the route (so the drone will stand still for some time until it starts to move).
Steffan Poulsen
Jan 30, 2016 12:48
I can confirm that this is still an issue in 3.5.2p1. Super annoying, hopefully they fix it soon.
jelifish
Jan 19, 2016 23:48
I found this issue happening when I setactive(false) the gameobject. Upon setactive(true), the trail disappears when it should appear. The trail reappears when the procedure is done again.
Jasper1hu
Jan 11, 2016 18:01
After updated from 5.2.0 to 5.3.1 my trie mark trail starts flickering... so annoying. fix this plz
Darkan_Kana
Jan 10, 2016 14:27
I can confirm this issue being present in version 5.3.1p2, after updating from 5.2.3.
InfiniteAmmo
Jan 07, 2016 14:52
Getting TrailRenderer flickering over here too. :O
AllanonTM
Jan 06, 2016 13:02
Got the same problems (5.3.1f1).
Adding a second Material to the Trail Renderer will fix it for me (as far as I can tell). It has to be a different Material tho, using the same Material twice will not fix it. Using a copy of the same Material will.
It's also fixable using one Material, and then creating new Instances of it via code at Awake (etc), like so:
tr.material = new Material(tr.material)
or
tr.material = tr.material; (which seems to do the same thing as the line above)
Obviously, that's not really great for performance. But it indicates a problem with Trail Renderers that are sharing Materials.
xzbobzx
Jan 01, 2016 19:48
Same, really weird.
It worked fine in 5.0