Search Issue Tracker
Fixed in 5.3.2
Votes
0
Found in
5.3.1f1
Issue ID
757461
Regression
Yes
ParticleSystem doesn't play if method is called via Invoke
How to reproduce:
1. Open the attached project
2. Open and play main scene
3. In test scene you can find Particle System object ans script on it - it starts play particles after delay
4. Notice that particles don't start playing
5. If one calls particlePlayInvoke() from Start() directly (not using Invoke) particles start playing
Not reproducible: 5.2.4p1, 5.4.0b1
Add comment
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Tilemap Tiles do not get lit up unless the Light Range is greater than the distance between the position of the Tile before the transformation and the Light Source when the Tile is transformed with Tilemap.SetTransformMatrix method
- The Editor and "Reloading Domain" windows are frozen when entering Play Mode
- Crash when attempting to create a custom FMOD DSP unit
- [Linux] Floating windows do not keep their size after restarting the Editor
- .framework plugin is mistakenly treated as a directory when building for Universal Windows Platform
Zardify
Feb 13, 2016 14:33
This issue is still present if the particle system's simulation space is set to Local. Play() and Stop() doesn't work.
skok
Jan 04, 2016 15:09
Note: it probably works if you add an empty subemitter!
Unfortunately, it's not possible to apply this workaround through code.
(http://forum.unity3d.com/threads/particlesystem-doesnt-play.376212/#post-2448618)