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Fixed in 5.3.2



Found in


Issue ID




Particle system plays only once



To reproduce:
1. Open attached project
2. Open "_Test" scene
3. Play the scene
4. Click "Restart" button
5. Observe appeared particles
6. Click "Restart" button after particles become invisible (2 seconds)

Expected behavior: particle system should play once more (see gif, older versions behavior is shown)
Actual behavior: particle system is not playing again (see gif)

Regression introduced from 5.3.0f4 to 5.3.0p1

Comments (37)

  1. shubhamswaraj2021

    Aug 18, 2020 08:21

    good one <a href="">lyricsauto</a>

  2. cozyurt_unity

    Jul 17, 2020 13:57

    kedi maması köpek maması

  3. kennyrogers7272

    Dec 09, 2016 23:20

    I have tried every suggested solution in this thread, and it is still an issue for me. Unity 5.4.2.

  4. IvanAlvarez

    Jul 01, 2016 20:11

    The solution is to check if the system is playing before calling the method like this:

    if (!particleSystem.isPlaying) {
    particleSystem.Play ();

  5. CaptCanada

    Jun 20, 2016 23:44

    Still present in 5.3.5f1

  6. KubeX

    Jun 02, 2016 02:16

    Getting this issue in 5.3.4f1 still. Tried JEFEQUESO's solution but didn't work either. I did a work around by changing the emission rate to 0 to stop playback and the original emission rate value to play it back.

    //Stop playback
    particleSys.emissionRate = 0;

    //Play particle system
    particleSys.emissionRate = 10;

  7. Vanidium

    Apr 06, 2016 09:22

    Still having issues starting a particle system from code, using the Play() function. Switching from local to world simulation space solves this issue, but it's obviously not a solution. Version is Unity 5.3.4f1Personal. Both on Windows and OSX.

  8. Anxo

    Mar 29, 2016 20:40

    Totally not fixed. Can no longer vote. must open new issue. JEFEQUESO's solution works but lame to have to do.

  9. Benkend0rf

    Mar 08, 2016 15:58

    I'm experiencing this issue in 5.3.2f1. Jefequeso's solution works, though this bug should be fixed

  10. Zardify

    Mar 01, 2016 17:31

    Workaround: Enable "Sub Emitters" on the particle system (values can be left to none)...

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