Search Issue Tracker
Fixed in 5.5.0
Votes
0
Found in
5.3.1f1
Issue ID
800868
Regression
No
[IsAlive][isPlaying] Particle systems which finish playing off-screen always return true for IsAlive and isPlaying
Particle systems which stop playing outside the camera's frustum still return true for IsAlive and isPlaying.
Repro steps:
1. Open TestScene from attached project.
2. If it's not already, set the Particle System position in the scene to 0,0,0.
3. Press Play
4. Observe in the console that the particles are returning true for IsAlive and isPlaying.
5. Wait 6 seconds.
6. Observe that even though there are no more active particles, the system is still returning true for IsAlive and isPlaying.
Expected outcome: Particle System to return false once it stops playing.
Notes:
- I've put down the min distance (14) for the particle system to be outside the camera's frustum. If it's not enough, you can increase it in the Checker script attached to the Particle System.
- Not a regression; happens in 5.2.4f1, 5.3.1f1, and 5.4.0b18
- Behavior slightly different in 5.4.0b18: particle count remains > 0 (it drops to 0 in 5.2 and 5.3)
All about bugs
View bugs we have successfully reproduced, and vote for the bugs you want to see fixed most urgently.
Latest issues
- Articulation Body with 'Revolute' Joint Type has erratic behavior when Upper Limit is set to above 360
- WebGL Player fails to render Scene when Terrain with Detail Mesh is added and WebGPU Graphics API is used
- Inconsistent errors are logged when different types are passed into the Query "Q<>" method in UIToolkit and the ancestor VisualElement is null
- Crash on GetMaterialPropertyByIndex when opening a specific Scene
- Discrepancies in the styling are present when using a TSS file instead of a USS file in custom EditorWindow
Add comment