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Moving a ParticleSystem - why does Unity interpolate its position?

Discussion in 'Editor & General Support' started by Banderous, Apr 30, 2012.

  1. Rodolfo-Rubens

    Rodolfo-Rubens

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    Here is my case:


    The particles should be played at the meteor position when it was clicked, but it is played in a very "old" position (you can see some frags on the top left corner when the meteor disappears), this only happens when the game is running below 60fps, at around <40fps I guess.
     
  2. Stone-Legion

    Stone-Legion

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    This is still a bug with Unity 5.3.1p4.....

    Notice the delay in the subparticle emitter. It looks like subemitters are delayed by up to many frames and not called on the same frame as the parent emitter. My question is how the heck this has been a problem since 2012 and still not properly resolved.






    particlebugs.png
     
    Last edited: Jan 28, 2016
  3. Rodolfo-Rubens

    Rodolfo-Rubens

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    Now that the OP is from the UT staff he could speed up things for us about this bug right? lol
     
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  4. Stone-Legion

    Stone-Legion

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    If you learned anything then you know they bought him out to stop talking about the bug :p
     
  5. Rodolfo-Rubens

    Rodolfo-Rubens

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  6. geroppo

    geroppo

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    shall we open up another bug report then ?
     
  7. karl_jones

    karl_jones

    Unity Technologies

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    Sounds like a plan :D
    File a bug report with a sample project and post the id here. I'll take a look.
     
  8. geroppo

    geroppo

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    Hi, I have just submited the bug, here is the ID: 765777
    and this is the ticket number: 765777_i0h34elif7r4q7fd
    Didn't know which was the one you wanted. I used the reproduction case that was kindly provided here by tedd.hansen:
    http://forum.unity3d.com/threads/mo...interpolate-its-position.134283/#post-2262505

    Good luck!
    EDIT: in the bug report I forgot to say that in the repro case you just have to load the Test scene and hit play!
     
  9. geroppo

    geroppo

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    Hey guys, after talking with the support guy about this bug, it seems that its fixed (tested it on 5.3.2p1). The case provided by tedd.hansen seems to work correctly now, and my old project also works without that "hack".
    See if you can try it out too and check if it's also fixed for you.
     
    Last edited: Feb 2, 2016
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  10. Gburdeti

    Gburdeti

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    Hi,

    Just letting you know that it seems the bug is back with the new 5.5 release. It may also be because of how the new particle system works.
     
  11. karl_jones

    karl_jones

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    Could you file a bug report please? Post the number here so I can follow it.
    Thanks
     
  12. kreso

    kreso

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    Using Unity 2017.4.1f1, bug is still present.

    Papatsu's solution still works! Yay!
     
  13. RonTang

    RonTang

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    Your solution really help me,Thank you share this.
    2017.4.3 still has this problem.
     
  14. DearUnityPleaseAddSerializableDictionaries

    DearUnityPleaseAddSerializableDictionaries

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    The problem with the workaround is with the laser effect when it "hits" something. I want to stop interpolation if it suddenly hits an object far away instead of some "close" object, but if I keep calling Simulate(0f) it will freeze it.
     
  15. DearUnityPleaseAddSerializableDictionaries

    DearUnityPleaseAddSerializableDictionaries

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  16. DearUnityPleaseAddSerializableDictionaries

    DearUnityPleaseAddSerializableDictionaries

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    Did you find a good solution? The workarounds I did in this thread don't work (and I need it in world space).
     
  17. karl_jones

    karl_jones

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  18. DearUnityPleaseAddSerializableDictionaries

    DearUnityPleaseAddSerializableDictionaries

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    karl_jones likes this.
  19. unitj75

    unitj75

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    Is this fixed? I'm seeing something similar in my PS.