Search Issue Tracker
Fixed
Fixed in 2022.3.52f1, 6000.0.18f1, 7000.0.0a8
Votes
0
Found in
6000.0.9f1
6000.0.11f1
Issue ID
UUM-76014
Regression
No
[VFX Graph] Overcapacity strip system and Quad outputs create unwanted quad
Steps to reproduce:
1. Import the provided unity package
2. drag and drop the _VFXG_VectorField_Visualizer_ VFX in a scene.
3. The particle's quads are distributed in a 3D Grid fashion.
4. Notice the Quads in the world origin.
5. Use the “Add Position” __ block in the Init Context to offset the particles.
6. Notice that all the particles move, except for the Ghost/artifact particles that stay at world origin.
7. set the Strip capacity and Per Strip capacity so that it Matches perfectly the number of spawned particles and Re-compile
8. Notice that the Ghost Quad in the world origin are gone.
Actual results:
Ghost particles quad are drawn at World Origin when the Strip capacity is greater than the number of spawned particles.
!image-2024-07-17-10-24-11-763.png|width=531,height=207!
[^Unity_A00kw5h5D5.mp4]
Expected results:
The number of particles drawn should be related to the number of spawned particles and not the Strip capacity. No Ghost particles should be drawn in world origin.
**
!image-2024-07-17-10-24-00-663.png|width=538,height=201!
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
- TextMeshPro text input's caret is flickering when Line Mode is set to Multi Line and text is selected
- Can’t delete gradient keys with Mac keyboard or context menu options
- Editor freezes for a few minutes when closing or switching a VFX window that was opened in a previous project
- UI Overlaps when switching Render Pipeline Asset for different Quality Levels in Quality Project Settings
- Ray Tracing Shader link to the documentation isn’t working
Resolution Note (fix version 6000.0.18f1):
The tests were successful, and the bug is fixed.
Resolution Note (fix version 2022.3.52f1):
fixed