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Particle System Bounding Box

Discussion in 'Scripting' started by merpnderp, Jul 6, 2014.

  1. merpnderp

    merpnderp

    Joined:
    Dec 8, 2012
    Posts:
    4
    Hello, I've been trying to manually set the particles in the new particles system using (http://docs.unity3d.com/ScriptReference/ParticleSystem.SetParticles.html) , but the AABB box isn't being updated. As soon as the world position of the GameObject is frustum culled, all the particles disappear even though they go for hundreds of thousands of units in every direction.

    Is there a way to up date the bounding box somehow? I'm trying to do this with a sparse mesh, but I can't seem to get the UV math correct for the life of me and would really prefer to use Unity's built-in tools :)


    Thanks.
     
  2. theteadrinker

    theteadrinker

    Joined:
    Jan 6, 2015
    Posts:
    5
    I also have this problem.
    I am using a paused particle system with billboards to create static points/voxels in the space.
     
  3. Alcolepone

    Alcolepone

    Joined:
    Jan 28, 2013
    Posts:
    30
    I also have this same issue. does anyone know a solution, even to turn the culling off of the particle system?
     
  4. diekeure

    diekeure

    Joined:
    Jan 25, 2013
    Posts:
    221
    I would also like a solution to this problem.
     
  5. J_Moller

    J_Moller

    Joined:
    Jan 24, 2012
    Posts:
    7
    +1
    I'm also using a paused particle system to draw a lot of manually placed particles. But need control so I can ensure it's being rendered.