I worked myself into a bit of a jam yesterday. Everything started out sunny. At the top of my todo list was fixing the VFX settings so that particles would have better visibility and conform to their sphere attractor shape more. Somehow, in my (Claude’s) implementation of the particle culling, the behaviour of the energy balls got altered.
At least…that’s what I thought. Then I remembered git history and reverted back to before my changes so that I could directly compare.
Just to be sure, I checked the main Kinect scene too.

No noticeable difference. I think what really happened is that when I made alterations to the VFX graph to combat particle swirling last week, I never tested how the results looked on actual tracked bodies from the Kinect in the main scene. Alas, once Claude implemented the particle culling, I had no sense of what was already there vs what got introduced.
I’d noticed that even after the alignment fixes the agent implemented last time, the bodyScale property remained adjustable in the in-game menu, yet it no longer functioned the same way. It now serves as a relative scale for the game, so I decided to try bringing it down from 5 to 1. I had Claude adjust several other scale-related properties in the scene settings accordingly.
Clearly, something is going on here. And that something is that although I scaled a bunch of properties with bodyScale, there are many more inside the VFX graph that aren’t exposed and therefore never got adjusted. I need everything scale-related to change when bodyScale changes, and that means a whole bunch more exposing. Bring it on! I’m already shirtless.