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Fixed in 5.3.3
Votes
48
Found in
5.3.0b4
Issue ID
740580
Regression
Yes
TrailRenderer flickers and does not render at all times
TrailRenderer flickers and does not render at all times
To reproduce:
1. Open attached project
2. Open TrailRendererBug scene found in Assets/Scenes
3. Enter play mode
4. Use arrows to drive around making spins
5. Observe the trails left behind the car
Expected resultL They render at all times
Actual result: Sometimes they disappear
Note:
You can make them appear by following these steps after step 5 in repro
6. Pause play mode as they are not visible
7. Find the Player game object in scene view
8. Lift it up a little bit
9. Notice that the marks start rendering
Screencast: http://screencast.com/t/Cf9zEASrPv
Reproduced on: 5.3.0b4
Does not reproduce on: 5.2.0f3
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shubhamswaraj2021
Aug 18, 2020 16:19
good one <a href="https://www.lyricsauto.com">lyricsauto</a>
Dave-Hampson
Jun 07, 2017 09:25
The fix for this landed in 5.3.3p2
Toksaitov
Jan 22, 2017 14:43
On 5.6 trails are not only flicker, but also produce connected lines to the origin of the object on macOS (OpenGL) and Windows (DirectX 11) (but not on iOS with Metal).
dmennenoh
Jan 04, 2017 13:00
I am seeing this in 5.6 beta. Not only does the trail flicker now, but it draws odd lines, like back to the trail origin.
nellesybo
Apr 27, 2016 12:20
We are experiencing this issue atm, after updating to 5.3.4. So this issue definitely do not seem to be fixed. Can it be reopened?
michael-v
Mar 07, 2016 15:05
Fixed for me in 5.3.3p2
Arctel
Mar 05, 2016 17:52
This issue started for me in 5.3.3, may need to go back to a previous version because of how crucial this is.
jsip
Mar 04, 2016 00:43
Definitely not fixed in 5.3.3
I'm using 5.3.3p1 and my trail renderers still flicker, completely shut off, etc.
jebemti
Feb 20, 2016 00:02
Having the same problem, I'm using a pooled objects, each with Trail Renderer on, and when there are many of these the flickering starts to happen.
This almost exclusively happen when the array expands, thus new Trail Renderers are instantiated along with the objects.
I can't tell for sure, but from looking at it for a while, it looked as if trails were reading from other trails' memories.
Also, it may be that the trail completely disappears when two adjacent trail points are too far. Which, wouldn't be too surprising given the trails are reading from multiple buffers.
I can provide my scene for further examination if needed.
mikkelfredborg
Feb 02, 2016 21:55
It looks like it's related to dynamic batching. You can do a temporary work-around by adding the following tags to your shader:
"DisableBatching" = "True"
(If you are using a custom shader, that is)
Looking forward to it being fixed.