Quick answer: Set VFX Graph → System Properties → Bounds Settings to Recorded or Manual with explicit bounds large enough for particle spread.

A meteor trail VFX vanishes when the meteor goes slightly off-screen, even though particle trails are still visible. The system’s bounding box used for culling is too tight.

Bounds Modes

Set Manual Bounds

In VFX Graph, click the system node. Inspector → Bounds → expand the box to cover the maximum extent particles ever reach.

For a 100m trail behind a fast meteor: bounds Center forward 50m, Size 100×10×10.

Recorded Bounds

Play the effect in the VFX Editor preview. Right-click bounds → Record. Plays the effect for a few seconds, captures min/max particle position, sets bounds. Save asset.

Per-Instance Override

VisualEffect.SetVector3(“bounds_center”, ...) at runtime if your effect dynamically changes scale (e.g. growing explosion).

Verifying

Meteor flies off-screen; trail still visible behind it. Effect culls only when truly off-camera. Profiler shows no unnecessary draw calls for fully off-screen effects.

“Bounds drive culling. Tight bounds = pop-in; loose bounds = always-draw. Recorded is the sweet spot.”

Visualize current bounds in scene view via Gizmos on Selected — helps tune without running the game.