Quick answer: Assign URP/Particles/Unlit (or HDRP equivalent) to Trail Material in the Renderer module, not just the main Material.

A rocket trail particle effect renders correctly in editor but trails disappear in URP build. Particles main material is URP-compatible; trail material is still Built-in/Particles/Standard.

Why Trail Material Is Separate

Particle systems can use one material for the particle quads and another for trails (continuous ribbons connecting particles). Both need explicit shaders. Default fills with Built-in shader regardless of project pipeline.

The Fix

Particle System → Renderer module:

Set both. The trail will then render in URP/HDRP builds.

Common Pitfall: Sample Asset

Importing sample particles from older asset packs ships Built-in shaders. Right-click materials in Project → Edit; change Shader to URP equivalent. Some shaders auto-upgrade via Window → Rendering → Render Pipeline Converter.

Trail Settings Inside Particle System

Enable the Trails module (top of Particle System Inspector). Configure:

Without Trails module enabled, no trail renders even with material set.

Verifying

Play in editor. Trail visible. Build for target platform; trail still visible. No pink fallback. Frame Debugger confirms trail draw call exists and uses correct material.

“Trail Material is a separate slot. SRP pipelines need both filled with pipeline-specific shaders.”

For HDR effects (glowing trails), use Particles/Lit with Emission tinted — sells the energy beam aesthetic far better than Unlit.