ParticleEmitters parented to Attachments get culled when the Attachment is no longer visible

Reproduction Steps

  • Put an attachment on a part
  • Put an emitter on the attachment
  • Make sure the emitter emits particles far enough away that you can see the issue
  • Moving the camera/frustum away from the attachments position until it is no longer visible
  • When the attachment is no longer visible, the parented emitters will no longer render

Place File:
CullingTest.rbxl (33.9 KB)

Expected Behavior

  • The emitter will only cull itself when the part that the attachment is attached to is no longer visible

Actual Behavior

  • The emitter culls itself when the attachment is no longer visible

Workaround

  • Don’t parent emitters to attachments, just put it on a part that is the small possible size (0.001, 0.001, 0.001)

Issue Area: Engine
Issue Type: Display
Impact: Moderate
Frequency: Constantly

16 Likes

Thanks for the report ! Could you please provide a repro file ?

Alright, I’ve attached the place file below the video in my original post.

This bug is still around for particles… It also affects Beams but in slightly a different way. Some beams get culled when another beam is on covering them from the camera direction. The culling is weird as small beams can cover large beams objects (they are culled incorrectly) as well.

There is no workaround for the beam at the moment. I tried changing offset and everything, but nothing works beam gets culled incorrectly… The workaround for particles is very inefficient though.

If you view the beam from a faraway distance, they would all appear. if you look closeby some of them will be gone. all zoffset are at 0.

Heres a video demonstration of how beam gets culled even they are in vision… https://gyazo.com/8a26ceb8581bd47f706e8b9cb3678a9f

Hello, We’ve been able to reproduce this and we’ll look into it. We’ll follow up when we have an update for you

2 Likes

this is also been a issue for me, some i have 2 attachments in my part, when the first attachment is off camera, the particles parented inside of it dissapears, while the particles in the other attachments doesnt dissapear

This problem causes visual issues in events in our game where we need the particles to be visible (e.g. for portals). Looking away from the attachment, even if the particles are big enough to be perfectly visible, makes them disappear. This creates a very unsatisfying visual experience during gameplay.

We tried doing this but it does not work.

This issue seems to apply to parts of any size, so as a temporary workaround we’re using a part with size 25, 25, 25 for the big portal in these two images. This, however, is not infallible and still has the same problem occur if the player moves their camera angle slightly.

2 Likes

I’m afraid that workaround doesn’t work either.

Here’s a video of me showcasing both possibilities:

1 Like

I’m sorry it didn’t work. I’ll forward these feedback to the corresponding team. Thank you!

1 Like

bump still doesnt work!!!

1 Like

Bump again, are there any updates? This bug is 100% still around.

This is more of an engine constraint than a bug, so it’s probably not gonna be easily addressed sadly

Well it’s okay now, because I worked out a neat work-around for it.

Use these settings and put them underneath a Part that is as big as the particle and it will stay visible for as long as the part is visible on your screen.

image

1 Like

Thanks for this bug report. This should be fixed now. Please let me know if this issue is still happening

2 Likes

Appears the issue has been resolved <3

1 Like

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