Search Issue Tracker
Duplicate
Votes
0
Found in
5.6.0b6
Issue ID
875407
Regression
No
Particle system subemitter does not always seem to spawn particles
To reproduce:
1. Open attached project.
2. Open scene: scene with six meteors
3. Press play
4. Observe how particles crashes into the plane.
5. Repeat steps 3-4 several times, until you get two different outcomes.
Expected result: Meteor always explodes.
Actual result: Sometimes particle subemitter spawns particles, sometimes not. Particles should be emitted by ParticleSystem.Emit(1).
Notes: There is a script ParticleProjectile.cs, which checks if rigid body hits the ground collider, then it tries to do ParticleSystem.Emit(1). Sometimes a flash is visible (direct ps which is played), but its subemitters are not played.
If particles are created at the same time, the same output it will produce. but if they're created at different times, result is random.
Some times half of the subemitters spawn particles, but others don't. (Gifs)
Reproduced on: 5.6.0b6, 5.5.0p1
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
- Out-of-bounds memory access with multiple CanvasRenderers under a Canvas when using Mesh API
- Inspector tries to access file after it was deleted when the file was locked in Inspector window
- Changing Transform values in Search window Inspector loses focus while dragging and stopping mouse without releasing dragging action
- Saving changes on the dirty VFX Graph during the Play mode throws "The referenced script (Unknown) on this Behaviour is missing!" warnings
- VFX Graph Debug Info overlaps the "Initialize" block debug info by default
This is a duplicate of issue #869728