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Fixed in 5.3.2

Votes

72

Found in

5.3.1f1

Issue ID

756194

Regression

Yes

Particle system plays only once

Shuriken

-

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. 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. 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. CaptCanada

    Jun 20, 2016 23:44

    Still present in 5.3.5f1

  4. 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. 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. 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. 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. Zardify

    Mar 01, 2016 17:31

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

  9. 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. 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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