Search Issue Tracker
Fixed in 5.3.2
Votes
72
Found in
5.3.1f1
Issue ID
756194
Regression
Yes
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)
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
- Errors are logged when importing an asset at a path with Firebase
- Entering too big of a number in 2D Renderer Lightmode Tags freezes the Editor
- Crash on GUIManager::DoGUIEvent when focusing on the Game view window on a specific project
- Asset creation in the Project Browser is not always undone/inconsistent when the undo shortcut is pressed right after creating an asset
- JobTempAlloc memory leak warning is thrown when the Player is shut down
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.
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 ();
}
CaptCanada
Jun 20, 2016 23:44
Still present in 5.3.5f1
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;
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.
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.
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
Zardify
Mar 01, 2016 17:31
Workaround: Enable "Sub Emitters" on the particle system (values can be left to none)...
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?
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.