So when moving object that has a particle system set to shape (SkinnedMeshRenderer) bounds doesn't seems to catch up correctly: (Ignore actual frame drops, gizmos are too heavy to render) Actual particles are where they should be, but bounds really lag behind. Which causes particles to disapper in game (and also flicker), since culling kicks in and thinks that particles are offscreen. This is probably because object (model) is updated in LateUpdate; Setting culling mode to "Always Simulate" doesn't help (particles are simulated correctly though). Is there a way to disable particle system bounds culling completely? Setting simulation space to world does solve the issue, but breaks the effect unfortunately. SkinnedMeshRenderer has "Update while offscreen" enabled. Any other suggestions?