Quick answer: Use an HDR-enabled color with intensity above 1 on the particle material, enable HDR on the camera/pipeline, and add a Bloom override with a threshold below your emission.
Bloom keys off pixel brightness above a threshold, which requires HDR color values greater than 1. Boosting emission intensity and enabling HDR lets particles bloom. Here is how.
How to fix it
1. Push emission above 1
Set the particle material's color (or emission) using the HDR color picker and raise Intensity above 1. Values clamped at 1 sit under any sensible bloom threshold.
2. Enable HDR
Turn on HDR in the URP/HDRP asset and the camera. Without an HDR buffer, bright colors are clamped to 1 before the post-process stack and bloom has nothing to pick up.
3. Add and tune Bloom
Add a Bloom override to a Volume, set its Threshold below your emission intensity, and raise Intensity. A threshold above the particle brightness produces no glow.
Catching the ones you can't reproduce
The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.
Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.
This is where a tool like Bugnet earns its place. Its SDK captures every Unity error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.
A crash you can name from its stack trace is a crash you can usually fix in minutes.