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Fixed in Unity 5.4.0



Found in


Issue ID




ParticleSystem calls (Play, Stop, Clear, IsAlive, etc) with 'withChildren' parameter set to true generates garbage




Priority: 4Not yet prioritized for a release


Severity: 2Core functionality majorly impacted

Steps to reproduce:

1. Open attached project
2. Open the only scene in it
3. Open the 'Profiler' window
4. Play the scene
5. Notice the GC allocations being made for each ParticleSystem call in the memory tab

Note: Looping through all the children and playing them individually works without garbage.

Comments (8)

  1. C9b62b7df20f69753a3c6e9c3840ed42?d=mm


    Nov 19, 2017 00:27

    Stop() still produces Garbage on 5.5.2f1.

  2. D5fb0d6df069b0870ab3090486c5f93e?d=mm


    Oct 10, 2017 18:48

    It's still buggy on 5.6.3p3 when calling Stop().
    I have only trails enabled (no renderer) and the workaround for me was to set the ratio of the trails to 0.

  3. 7d41a6d4a6175c62169edd19225197f6?d=mm


    Oct 06, 2017 06:01

    the issue is not fixed in 5.6.0f3

  4. 3662e998dbcb74e318fae9a367010da2?d=mm


    Sep 06, 2017 15:49

    Still present in 5.6.3p2 on ParticleSystem.Stop()

  5. 7bf96e6468c7792200412a0728aff571?d=mm


    Jul 01, 2017 20:33

    This issue is still present in 5.6.2f1. ParticleSystem.Stop() Generate 248B of garbage.

  6. C875b4288b40171daeff03909594fa60?d=mm


    Dec 19, 2016 18:07

    This happens in 5.5.0f3, as well. Even when passing false to Stop, I am seeing a 248 byte allocation for each call.

  7. 9d5384695718e7f42cc84f62e3d2453b?d=mm


    Sep 08, 2016 22:48

    This issue is definitely not resolved. Just saw it happen in 5.4.0p4 using Stop(). Work around is to call Stop with param false -- knowing that I have no children to look for.

  8. 8ebcd911dd608fb2dc9a445f07dfeac7?d=mm


    Jul 04, 2016 17:37

    This is reproducible with Unity 5.3.5 as well, any plan in fixing it there too?

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