Search Issue Tracker
By Design
Votes
0
Found in
2021.3.35f1
2022.3.19f1
2023.2.10f1
2023.3.0b7
Issue ID
UUM-63464
Regression
Yes
Particle System doesn't display particles correctly when the "Grid" option of the "Texture Sheet Animation" module is selected
How to reproduce:
1. Open the attached “particle bug.zip“ project
2. Open the “Assets/Scenes/SampleScene.unity“ Scene
3. Enter Play Mode
4. Observe the “A“ and “B“ GameObject
Expected result: Particle System on the “A“ GameObject spawns particles that cycle through sprites that look like 1, 2, 3, and the Particle System on the “B“ GameObject spawns particles that look like butterflies
Actual result: Particle System on the “A“ GameObject cycles through particles with sprites that look like 1, 2 and the Particle System on the “B“ GameObject spawns invisible particles
Reproducible with: 2021.3.15f1, 2021.3.35f1, 2022.3.19f1, 2023.2.9f1, 2023.3.0b6
Not reproducible with: 2021.3.14f1
Reproducible on: macOS 14.2.1 Sonoma (Intel)
Not reproducible on: No other environment tested
Note: Also reproducible in Player
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Required SpriteMask class (ID 331) is stripped when "Strip Engine Code" is enabled
- “Maximized serialized file backup not found” error is thrown when minimizing a window in a newly opened project
- Build stack trace contains invalid lines when building with IL2CPP using scripts with delegates containing generic types in the signature
- Entities Systems window has a “Show Full Player Loop” dropdown which does nothing when clicked after enabling “Show Full Player Loop”
- Entities Hierarchy Search “Show/Hide” button’s Lens Icon is blurry when the Editor is on an external monitor
Resolution Note:
Hi, this seems to me like a deliberate change based on a prior bugfix.
Looking at the "frame over time" values in the repro, I am seeing the results that I think are correct.
I am sorry that this has resulted in a change in behaviour, but it was intended to provide more correct results. This project depended on broken behaviour.
Specifically, the numbers system has a frame over time of 0.0 - 1.5.
0-0.999 will use the first frame (digit 1)
1-1.999 will use the second frame (digit 2)
digit 3 and the glowing dot are never seen. to see digit 3, frame over time would need to reach the 2-2.999 range, and for the white dot, 3-3.999 range.
for the butterfly effect, frame over time is a constant of 3.4. this is the 4th frame (3-3.999 range) which on the texture is a solid color, which ends up being invisible due to the shader/blend mode.
i hope this helps clarify the situation!