Search Issue Tracker
Active
Under Consideration for 6000.0.X, 6000.1.X, 6000.2.X
Votes
0
Found in
6000.0.47f1
6000.1.0f1
6000.2.0a9
Issue ID
UUM-103422
Regression
No
Lack of documentation regarding VFX Ray Tracing support
*Steps to reproduce:*
# Open the VFX Output settings [documentation|https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@17.2/manual/Context-OutputSharedSettings.html]
# Check if the 'Enable Ray Tracing' option has any listed limitations
# Open the attached project
# Open Test VFX Graph
# Select Output Particle Unlit Mesh
# In the Inspector window, look for the 'Enable Ray Tracing' option
*Actual results:* The Enable Ray Tracing option is missing, and there's no indicator inside the Editor or the HDRP/VFX Manual as to why that's the case
*Expected results:* VFX Ray Tracing limitations are listed in the Manual and/or there is an indicator inside the Editor why the option is missing
*Reproducible with versions:* 6000.0.47f1, 6000.1.0f1, 6000.2.0a9
*Can’t test with versions:* 2022.3.61f1
*Tested on (OS):* Windows 11
*Notes:*
* The only reference for VFX Ray Tracing limitations is the [changelog|https://docs.unity3d.com/Packages/com.unity.visualeffectgraph@16.0/manual/whats-new-15.html]
** The changelog lists that VFX Graph does not support ray tracing with meshes or strips. However, the 'Output Particle Shader Graph Mesh' node has this option inside the Editor
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Default Preset application and Reset() method execution order is different when adding a Component via the Inspector versus calling Reset via the Component context menu
- Scene view is not outputting HDR when the "Use HDR Display Output" option is enabled, DX12 is selected as the Graphics API, and URP/HDRP is in use
- Sprite Atlas results in suboptimal packing even when "Allow Rotation" is enabled
- References placed in a UnityEvent change to the same reference when multi-selecting their GameObjects
- "ShadowCaster2D" Component doesn't work when the "Casting Source" is set to "Polygon Collider 2D"
Add comment