I have problems with my unity particle system. It is appearing in the scene but it does not appear in the game scene after it is being played. What do you think the problem lies in?
1.ParticleSystem is not loop, not enable or not play...
2.Your particles are too small.
3.Particles are not in the camera's view.
4.If you are using Unity's 2D tool, maybe sprite's sorting order is above your particle. <- Change ParticleSystem's sortingLayerName and sortingOrder.
There's also a bug where the particle's origin (usually the centre) is well outside the camera's frustum they can be incorrectly culled. I found this with giant sunbeams.
I had a similar issue. The problem for me ended up being related to the Renderer Module's "Render Alignment" being set to "World". Pair this with -90 rotation on X and it made my particles disappear (2D game with an orthographic camera probably didn't help). Switching Render Alignment to "Facing" fixed my issue.
Related
I have a particle system attached to a bullet and the particles being emitted are just rectangles. The problem is that when rotating the bullet, the particles don't rotate to face the same direction as the bullet.
What could I do to fix this?
Okay, I've looked around at some tutorials and I found that my problem fixes itself when I give the particle a texture. I had assumed I could do it without one given that I only wanted a yellow rectangle. To fix it, I went to the particle system and checked "Texture Sheet Animation" and switched Mode to sprites and assigned a texture. Then I went to "Renderer" and set Render Mode to Billboard and set Render Alignment to Local. Shoutout to Martin for linking that thread!
I have a particle effect. The particles face the camera with this setting
renderer-> render alignment -> face
or
renderer-> render alignment -> view
It's great that it faces the camera. But when I introduce a roll in my camera. For example for a VR game or a Space sim. The particles roll with the camera. Which looks horrible.
Is there a way that I can prevent this roll?
I want to point out that 2018.3 and on has an option in the render settings to "allow roll". Disabling this will solve the issue you have here.
Apparently this isn't currently possible in unity's particle system. It's a known problem especially for virtual reality. I coded my own particle system to go around this problem.
I placed a light in my scene.
It is lighting the ground when i'm facing that light but when I turn the opposite direction, the light on the ground vanishes.
I think this might be some Unity's default behaviour.
Is there a way I can solve this issue?
Unity uses frustum culling to save performance, so it only draws items that are within the camera's viewing area. As a result of this, the particles behind you are not drawn, and any lights attached to them aren't either.
Scene-crucial lights aren't normally attached to particles, so it's normally not a concern if they're hidden along with their particles.
For conventional lights (not attached to particles), Unity should render the light as long as it affects objects within the camera frustum. If you use a conventional light, you should see better results.
Looks like you may have to disable occlusion culling. Unity3D Manual
Kinematic based world being messed on movement
Hello, I have been developing a humble AR-based game in Unity3d. Until this point, I have been using Vuforia to deploy my scene on a (multi)tracker. However, I have been doing tests with Kudan and I´m quite happy with its tracking performance when using a tracker.
http://i.imgur.com/nTHs6cM.png
My engine is based on collisions by raycasts and not "UnityEngine.Physics" (Almost Everything is Kinematic). I have stumbled into a problem when I deploy my 3d environment on a tracker using the Kudan engine, my whole physics get messed up. If the marker is moved the elements move with it but the axis seem to change with marker but my physics seem to respond to my old axis orientation. My characters are always standing upward in the world Y axis (not the local inside the tracker). Another issue is that my player 3D asset keeps switching between "standing" and "falling" status and eventually clipping and falling through the floor (this is probably due to the jitter in the camera detection).
http://i.imgur.com/ROn4uEz.png
One of the solutions that come to mind is to use a local coordinate system but I hope that there is an alternative solution since when I was using Vuforia I did not have to do any further corrections.
Any links or feedback are appreciated.
You could use transform.InverseTransformPoint and transform.InverseTransformDirection combined with Quaternion.LookDirection to get the position and rotation of the kudan camera relative to the MarkerTransformDriver object. This will allow you to position a camera in world space and keep whatever content you want to augment static at the unity3d world origin.
cameraPos = markerTransform.InverseTransformPoint(kudanCamera.position);
cameraRot = Quaternion.LookRotation(markerTransform.InverseTransformDirection (kudanCamera.transform.forward));
SO I saw a tutorial online how to make a particle system, and I made it. Only thing is, I want to use it for a 2D Menu. So when I add the particles in front of the canvas, they don't show up in 2D. How do I make particles that will show up on a 2D menu?
You can try positioning your Canvas in World Space, then moving it behind the particle system. This will allow the Canvas to be positioned like all the other objects in your scene, and no longer be constrained to the camera.
Here's a guide from Unity on how to do it.