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Fixed in Unity 5.3.2

Votes

72

Found in

5.3.1f1

Issue ID

756194

Regression

Yes

Particle system plays only once

Shuriken

-

-

Priority: 2Necessary for shipping a final release

-

Severity: 2Core functionality majorly impacted

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 (35)

  1. 2aaf285f6d32efbe1991293562d86cfb?d=mm

    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.

  2. 1fd09b9f64f8c5a4dbf3d330c40954ed?d=mm

    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 ();
    }

  3. E40e069931e31d48da109239ded43e27?d=mm

    CaptCanada

    Jun 20, 2016 23:44

    Still present in 5.3.5f1

  4. 01a55c45aa6ab4489dd8ff1cf3356619?d=mm

    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;

  5. 13beb1c64992b08b12475f0de8ce245a?d=mm

    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.

  6. C50f16457c53f7f10316f7a83e5011c8?d=mm

    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.

  7. 12cd5040f7d012b5f259a265c3d2b517?d=mm

    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

  8. 5548e1e1699850b88c9d2c1da1861c42?d=mm

    Zardify

    Mar 01, 2016 17:31

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

  9. 5548e1e1699850b88c9d2c1da1861c42?d=mm

    Zardify

    Mar 01, 2016 17:28

    Particle System still won't play if you:
    - Set "Looping" to false.
    - Set "Simulation Space" to Local.
    - Set "Play on Awake" to false.

    in 5.3.2f1

    Would you please fix this issue already?

  10. A3b865ba9e0dabcaf7c5854b18abd26e?d=mm

    nickostan

    Feb 21, 2016 18:28

    I'm also experiencing this issue still.

    I have zombies that are supposed to play a blood splat particle effect upon being hit.

    If bullets hit the zombies repeatedly with a time between shots being about 0.25 seconds, after not having been shot, the particles play repeatedly, as they should. As soon as I stop shooting them however, wait a second, then shoot again, the particles will not play.

    I've been messing around with combinations of
    zombieBlood.Stop();
    zombieBlood.Clear();
    zombieBlood.Simulate(0.0f, true, true);
    zombieBlood.Play();
    and can't get anything to work reliably.

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